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« #150 Mewtwo «   » #152 Chikorita »

#151 Mew   

TM/HM CompatibilityAll | SM/USUM | XY/ORAS | BW/BW2 | DPP/HGSS | RSE/FRLG | GSC | RBY
RBY TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Mega Punch Damages the target. Normal 80 85%
TM02 Razor Wind The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Normal 80 75%
TM03 Swords Dance Raises the user's Attack by 2 stages. Normal N/A N/A
TM04 Whirlwind Escapes from wild battles; fails automatically in trainer and link battles. Normal N/A 100%
TM05 Mega Kick Damages the target. Normal 120 75%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out or uses Haze. Damage caused by Leech Seed will also increase as Toxic damage increases. Poison N/A 85%
TM07 Horn Drill The target faints; doesn't work on faster or higher-leveled Pokemon. Normal KO 30%
TM08 Body Slam Has a ~30% chance to paralyze the target. Normal 85 100%
TM09 Take Down The user receives 1/4 recoil damage. Normal 90 85%
TM10 Double-edge The user receives 1/4 recoil damage. Normal 100 100%
TM11 Bubblebeam Has a ~10% chance to lower the target's Speed by 1 stage. Water 65 100%
TM12 Water Gun Damages the target. Water 40 100%
TM13 Ice Beam Has a ~10% chance to freeze the target. Ice 95 100%
TM14 Blizzard Has a ~10% chance to freeze the target. Ice 120 90%
TM15 Hyper Beam In Stadium, the user becomes uncontrollable during its next turn. Otherwise, the user attacks on turn one but it doesn't recharge on turn two if it KOs the target, breaks its Substitute or misses entirely. Normal 150 90%
TM16 Pay Day The player picks up extra money after in-game battles; the money received is equal to: [user's level * 2 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. Normal 40 100%
TM17 Submission The user receives 1/4 recoil damage. Fighting 80 80%
TM18 Counter Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured. Fighting Var Dmg 100%
TM19 Seismic Toss Does damage equal to user's level. Hits Ghost-type Pokemon. Fighting Var Dmg 100%
TM20 Rage The user attacks uncontrollably until it faints or its target faints. During this time, the user's Attack increases by 1 stage for each time it is hit by the target. If this move misses, the user continues to attack but has only a 1/256 chance to land a hit. Normal 20 100%
TM21 Mega Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 40 100%
TM22 Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Grass 120 100%
TM23 Dragon Rage Always deals 40 points of damage. Dragon Set 100%
TM24 Thunderbolt Has a ~10% chance to paralyze the target. Electric 95 100%
TM25 Thunder Has a ~10% chance to paralyze the target. Electric 120 70%
TM26 Earthquake Damages the target. Ground 100 100%
TM27 Fissure The target faints; doesn't work on faster or higher-leveled Pokemon. Ground KO 30%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Swift may still hit a Pokemon underground. On the second turn, the user attacks. Ground 100 100%
TM29 Psychic Has a ~30% chance to lower the target's Special by 1 stage. Psychic 90 100%
TM30 Teleport Escapes from wild battles; fails automatically in trainer and link battles. Psychic N/A N/A
TM31 Mimic This move is temporarily replaced by one of the target's moves; after one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy until the end of the battle or until the user switches out. There are no move restrictions on Mimic other than itself and Struggle. However, in a link battle, Mimic will copy one of the target's attacks randomly. Normal N/A 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM33 Reflect The user receives 1/2 damage from Physical attacks until it switches out or either Pokemon uses Haze. Psychic N/A N/A
TM34 Bide The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. Normal Var Dmg 100%
TM35 Metronome The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Struggle or any move that the user already knows. Normal N/A N/A
TM36 Selfdestruct The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 130 100%
TM37 Egg Bomb Damages the target. Normal 100 75%
TM38 Fire Blast Has a ~30% chance to burn the target. Fire 120 85%
TM39 Swift Ignores Evasion and Accuracy modifiers and will hit Pokemon even if they are in the middle of Fly or Dig. Has a 1-in-256 chance of missing. Normal 60 100%
TM40 Skull Bash The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Normal 100 100%
TM41 Softboiled Restores 1/2 of the user's max HP. However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Normal N/A N/A
TM42 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 100 100%
TM43 Sky Attack The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. Flying 140 90%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns (and then uses a third turn to wake up). However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. Psychic N/A N/A
TM45 Thunder Wave Paralyzes the target. Electric N/A 100%
TM46 Psywave Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. Psychic Var Dmg 80%
TM47 Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Normal 170 100%
TM48 Rock Slide Damages the target. Rock 75 90%
TM49 Tri Attack Damages the target. Normal 80 100%
TM50 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon. In-game, the user can still be inflicted with status effects and stat modifiers from other Pokemon, but this is fixed in Pokemon Stadium. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Normal N/A N/A
HM01 Cut Damages the target. Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Swift may still hit a Pokemon in the air. On the second turn, the user attacks. Flying 70 95%
HM03 Surf Damages the target. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
HM05 Flash Lowers the target's Accuracy by 1 stage. Normal N/A 70%
GSC TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Dynamicpunch Confuses the target. Fighting 100 50%
TM02 Headbutt Has a ~30% chance to make the target flinch. Normal 70 100%
TM03 Curse When used by a Ghost-type, the user sacrifices half of its max HP to sap the target by 1/4 of its max HP per turn. When used by anything else, the user's Speed is decreased by 1 stage and its Attack and Defense are increased by 1 stage. ??? N/A N/A
TM04 Rollout The user attacks uncontrollably for five turns; this move's power doubles after each turn and also if Defense Curl was used beforehand. Its power resets after five turns have ended or if the attack misses. Rock 30 90%
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out. Poison N/A 85%
TM07 Zap Cannon Paralyzes the target. Electric 100 50%
TM08 Rock Smash Has a ~50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
TM09 Psych Up The user copies all seven of the target's current stat modifiers. Normal N/A N/A
TM10 Hidden Power Varies in power and type depending on the user's DVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is doubled. Fire N/A N/A
TM12 Sweet Scent Lowers the target's Evasion by 1 stage. Normal N/A 100%
TM13 Snore Has a ~30% chance to make the target flinch; fails if user is awake. Normal 40 100%
TM14 Blizzard Has a ~10% chance to freeze the target. Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 150 90%
TM16 Icy Wind Lowers the target's Speed by 1 stage. Ice 55 95%
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Water N/A N/A
TM19 Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 60 100%
TM20 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM22 Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, this move has half power. Grass 120 100%
TM23 Iron Tail Has a ~30% chance to lower the target's Defense by 1 stage. Steel 100 75%
TM24 Dragonbreath Has a ~30% chance to paralyze the target. Dragon 60 100%
TM25 Thunder Has a ~30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly. Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake, Magnitude and Fissure can hit underground, with Earthquake and Magnitude having doubled power; the user may also be hit underground if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Ground 60 100%
TM29 Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 90 100%
TM30 Shadow Ball Has a ~20% chance to lower the target's Special Defense by 1 stage. Ghost 80 100%
TM31 Mud-Slap Lowers the target's Accuracy by 1 stage. Ground 20 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM33 Ice Punch Has a ~10% chance to freeze the target. Ice 75 100%
TM34 Swagger Confuses the target and raises its Attack by 2 stages. Normal N/A 90%
TM35 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. If Rest is selected, user recovers its HP and stays asleep for two more turns. Sleep Talk can choose an attack that has run out of PP; the generated attacks also do not cost PP, and it cannot generate itself, Bide, Disabled attacks or two-turn attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Normal Copy N/A
TM36 Sludge Bomb Has a ~30% chance to poison the target. Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock N/A N/A
TM38 Fire Blast Has a ~10% chance to burn the target. Fire 120 85%
TM39 Swift Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig or Fly. Normal 60 100%
TM40 Defense Curl Raises the user's Defense by 1 stage; after one use of this move, the user's starting base power is doubled for every use of Rollout. Normal N/A N/A
TM41 Thunderpunch Has a ~10% chance to paralyze the target. Electric 75 100%
TM42 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Psychic 100 100%
TM43 Detect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Fighting N/A N/A
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item Dark 40 100%
TM47 Steel Wing Has a ~10% chance to raise the user's Defense by 1 stage. Steel 70 95%
TM48 Fire Punch Has a ~10% chance to burn the target. Fire 75 100%
TM49 Fury Cutter The base power of this move doubles with each consecutive hit; however, power is capped at a maximum 160 BP and remains there for any subsequent uses. If this move misses, or if the user selects another move, base power will be reset to 10 BP on the next turn. Bug 10 95%
TM50 Nightmare This move only works on a sleeping target; as long as the target remains asleep and in battle, 1/4 of its max HP is sapped after each turn. Ghost N/A 100%
HM01 Cut Damages the target. Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister and Thunder have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Flying 70 95%
HM03 Surf Damages the target. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
HM05 Flash Lowers the target's Accuracy by 1 stage. Normal N/A 70%
HM06 Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it uses Baton Pass. Water 15 70%
HM07 Waterfall Damages the target. Water 80 100%
RSE/FRLG TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08  
MachineAttackEffectTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Fighting 150 100%
TM02 Dragon Claw Damages the target. Dragon 80 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Water 60 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Fighting N/A N/A
TM09 Bullet Seed Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. Grass 10 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will run off the user's Attack or Special Attack depending on type. Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for two turns. Assist, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, and Mirror Coat are not prevented. Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder becomes 100% accurate, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. Water N/A N/A
TM19 Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Grass 60 100%
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Normal Var BP 100%
TM22 Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Grass 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. Has 50% accuracy during Sunny Day and 100% accuracy during Rain Dance. Also has normal accuracy against mid-air Pokemon have used Fly or Bounce. Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Ground 60 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Psychic N/A N/A
TM34 Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Electric 60 100%
TM35 Flamethrower Has a 10% chance to burn the target. Fire 95 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is a Ground-, Rock-, or Steel-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Fire 120 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Rock 50 80%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Flying 60 100%
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles and very shallow water), its Attack may be lowered by 1 stage while surfing on river or ocean water, its Defense may be lowered by 1 stage while diving underwater, its Speed may be lowered by 1 stage while surfing on pond water, its Accuracy may be lowered by 1 stage on beach and desert sand, it may flinch in caves, it may become confused on rocky outdoor terrain, it may be poisoned on ashy terrain and it may become paralyzed everywhere else (including link battles). Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold. Dark 40 100%
TM47 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Steel 70 95%
TM48 Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Psychic N/A 100%
TM49 Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Dark N/A N/A
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Fire 140 90%
HM01 Cut Damages the target. Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder, and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Flying 70 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Water 95 100%
HM04 Strength Damages the target. Normal 80 100%
HM05 Flash Lowers the target's Accuracy by 1 stage. Normal N/A 70%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Fighting 20 100%
HM07 Waterfall Damages the target. Water 80 100%
HM08 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader. On the second turn, the user attacks. Water 60 100%
DPP TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Bullet Seed Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Grass 10 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 60 100%
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Electric 60 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 95 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 120 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 50 80%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 100%
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 70 90%
TM48 Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Other Damage Psychic N/A N/A
TM49 Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 140 90%
TM51 Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying N/A N/A
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 80 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 65 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
TM59 Dragon Pulse Damages the target. Special Damage Dragon 90 100%
TM60 Drain Punch Restores the user's HP by 1/2 of the damage inflicted on the target. Physical Damage Fighting 60 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 75%
TM62 Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Bug 60 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Recycle The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. Other Damage Normal N/A N/A
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Avalanche Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Ice 60 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Stealth Rock Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. Other Damage Rock N/A N/A
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM79 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 80 100%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 60 100%
TM89 U-Turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Defog Lowers the target's Evasion by 1 stage and removes Reflect, Light Screen, Safeguard, Mist, Spikes, Stealth Rock and Toxic Spikes from the target's side of the field. Other Damage Flying N/A N/A
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM08 Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 90 85%
HGSS TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 HM01 HM02 HM03 HM04 HM05 HM06 HM07 HM08
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Focus Punch At the beginning of the round, the user tightens its focus; the attack itself usually goes last and will fail if the user is attacked by any other Pokemon during the turn. Physical Damage Fighting 150 100%
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 85%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Bullet Seed Attacks 2-5 times in one turn; if one of these attacks breaks a target's Substitute, the target will take damage for the rest of the hits. This move has a 3/8 chance to hit twice, a 3/8 chance to hit three times, a 1/8 chance to hit four times and a 1/8 chance to hit five times. If the user of this move has Skill Link, this move will always strike five times. Physical Damage Grass 10 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Giga Drain Restores the user's HP by 1/2 of the damage inflicted on the target. Special Damage Grass 60 100%
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 SolarBeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Iron Tail Has a 30% chance to lower the target's Defense by 1 stage. Physical Damage Steel 100 75%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly or Bounce. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances and has a 30% chance to hit through a target's Protect or Detect. Special Damage Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Shock Wave Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Special Damage Electric 60 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 95 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Veil or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 120 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 50 80%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 100%
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles).

In Pokemon Battle Revolution, the target's Attack may be lowered by 1 stage at Gateway, its Accuracy may be lowered by 1 stage at Sunset, it may be paralyzed at Courtyard, Main Street and Neon, it may be put to sleep at Sunny Park and Waterfall and it may flinch at Crystal, Magma and Stargazer.
Physical Damage Normal 70 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 70 90%
TM48 Skill Swap The user exchanges abilities with the target; does not work if Wonder Guard is the ability of either the user or the target. Other Damage Psychic N/A N/A
TM49 Snatch Almost always goes first. Until the end of the turn, the user will steal a supporting move from another Pokemon (including teammates). In Double Battles, Snatch only steals the first applicable move performed by another Pokemon before wearing off. Other Damage Dark N/A N/A
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 140 90%
TM51 Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying N/A N/A
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 80 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Brine Base power doubles if the target is at least 50% below full health. Special Damage Water 65 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Endure Almost always goes first. The user is left with at least 1 HP following any attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. Other Damage Normal N/A N/A
TM59 Dragon Pulse Damages the target. Special Damage Dragon 90 100%
TM60 Drain Punch Restores the user's HP by 1/2 of the damage inflicted on the target. Physical Damage Fighting 60 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 75%
TM62 Silver Wind Has a 10% chance to raise all of the user's stats by 1 stage. Special Damage Bug 60 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Recycle The user's lost item is recovered. Items lost to Bug Bite, Fling, Natural Gift and Pluck will be recovered if the user of Recycle was the item's original holder; items lost to Trick, Switcheroo, Thief, Covet or Knock Off cannot be recovered. Other Damage Normal N/A N/A
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Avalanche Almost always goes last, even after another Pokemon's Focus Punch; this move's base power doubles if the user is damaged before its turn. Physical Damage Ice 60 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Stealth Rock Damages opponents every time they switch in until they use Rapid Spin. Saps a fraction of max HP determined by the effectiveness of Rock-type attacks against the opponent's type: 1/32 for 1/4x, 1/16 for 1/2x, 1/8 for 1x, 1/4 for 2x and 1/2 for 4x. For example, Stealth Rock saps 50% of an Ice/Flying Pokemon's max HP when it switches in. Other Damage Rock N/A N/A
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Captivate Lowers the target's Special Attack by 2 stages if the target is the opposite gender of the user. Fails if either Pokemon is genderless. Other Damage Normal N/A 100%
TM79 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 80 100%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM83 Natural Gift The user's berry is thrown at the target. This attack's base power and type vary depending on the thrown berry. The berry is gone for the rest of the battle unless Recycle is used; it will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Normal Var BP 100%
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 60 100%
TM89 U-Turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or it uses U-Turn. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 70%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM08 Rock Climb Has a 20% chance to confuse the target. Physical Damage Normal 90 85%
BW TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Psyshock This attack deals Physical damage, meaning that the user's Special Attack and the target's Defense are used in the damage calculation. Special Damage Psychic 80 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Venoshock Base Power doubles if the target is poisoned. Special Damage Poison 65 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Telekinesis For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding. Other Damage Psychic N/A N/A
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Smack Down Until the target switches out, it loses its immunity to Ground-type moves if it is a Flying-type or has Levitate, unless it has used Roost on the same turn. The effects of Magnet Rise and Telekinesis are also removed, and this move can hit opponents in the middle of using Sky Drop, Fly or Bounce, immediately canceling the latter two. Physical Damage Rock 50 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Sludge Wave Has a 10% chance to poison the target. Special Damage Poison 95 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 95 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Force, Sand Rush or Sand Veil, or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 120 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 50 80%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 N/A
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Flame Charge Raises the user's Speed by 1 stage. Physical Damage Fire 50 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM49 Echoed Voice Gains 40 base power each time this move is used on consecutive turns. Special Damage Normal 40 100%
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 140 90%
TM51 Ally Switch When used by a Pokemon who isn't in the center position during a Triple Battle, this move switches the user with the ally on the other side of the center Pokemon. Other Damage Psychic N/A N/A
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 80 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Sky Drop On the first turn, the user flies into the air with the target, preventing the target's next move. On the second turn, the user inflicts damage. When used by teammates on the ground, the moves Gust, Thunder, Twister, Hurricane, Sky Uppercut and Smack Down can hit the user of Sky Drop during the interim. Physical Damage Flying 60 100%
TM59 Incinerate Destroys the target's held Berry. Occa Berry is consumed before Incinerate causes damage or destroys it. Special Damage Fire 30 100%
TM60 Quash Makes the target perform its move last. Other Damage Dark N/A 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 75%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The user faints after performing this move. Unlike previous games, the target's Defense stat is NOT halved. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Volt Switch The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. If this move is used against a Ground-type Pokemon, the switching effect does not occur. Special Damage Electric 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Struggle Bug Lowers the target's Special Attack by 1 stage. Special Damage Bug 30 100%
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM79 Frost Breath This move always lands as a critical hit, unless the target is under the effect of Lucky Chant or has an ability that prevents Critical Hits. Special Damage Ice 40 90%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Dragon Tail This move usually goes last. When it hits, the target is forced to switch out. Physical Damage Dragon 60 90%
TM83 Work Up Raises the user's Attack and Special Attack by 1 stage each. Other Damage Normal N/A N/A
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 60 100%
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
TM93 Wild Charge The user receives 1/4 recoil damage. Physical Damage Electric 90 100%
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
TM95 Snarl Lowers the target's Special Attack by 1 stage. Special Damage Dark 55 95%
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
BW2 TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 HM01 HM02 HM03 HM04 HM05
HM06  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Psyshock This attack deals Physical damage, meaning that the user's Special Attack and the target's Defense are used in the damage calculation. Special Damage Psychic 80 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A 100%
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Venoshock Base Power doubles if the target is poisoned. Special Damage Poison 65 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal Var BP 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 95 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 120 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Telekinesis For three turns, the target becomes immune to Ground-type moves, entry hazards Spikes and Toxic Spikes, and the Arena Trap ability, but all other moves except for one-hit KO moves have perfect accuracy against the target. The moves Gravity or Ingrain and the hold item Iron Ball negate this effect and prevent this move from succeeding. Other Damage Psychic N/A N/A
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 Solarbeam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Smack Down Until the target switches out, it loses its immunity to Ground-type moves if it is a Flying-type or has Levitate, unless it has used Roost on the same turn. The effects of Magnet Rise and Telekinesis are also removed, and this move can hit opponents in the middle of using Sky Drop, Fly or Bounce, immediately canceling the latter two. Physical Damage Rock 50 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 95 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 120 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Sludge Wave Has a 10% chance to poison the target. Special Damage Poison 95 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 95 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Force, Sand Rush or Sand Veil, or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 120 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 50 80%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 N/A
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Flame Charge Raises the user's Speed by 1 stage. Physical Damage Fire 50 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 40 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 60 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM49 Echoed Voice Gains 40 base power each time this move is used on consecutive turns. Special Damage Normal 40 100%
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 140 90%
TM51 Ally Switch When used by a Pokemon who isn't in the center position during a Triple Battle, this move switches the user with the ally on the other side of the center Pokemon. Other Damage Psychic N/A N/A
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 80 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Sky Drop On the first turn, the user flies into the air with the target, preventing the target's next move. On the second turn, the user inflicts damage. When used by teammates on the ground, the moves Gust, Thunder, Twister, Hurricane, Sky Uppercut and Smack Down can hit the user of Sky Drop during the interim. Physical Damage Flying 60 100%
TM59 Incinerate Destroys the target's held Berry. Occa Berry is consumed before Incinerate causes damage or destroys it. Special Damage Fire 30 100%
TM60 Quash Makes the target perform its move last. Other Damage Dark N/A 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 75%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The user faints after performing this move. Unlike previous games, the target's Defense stat is NOT halved. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Volt Switch The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. If this move is used against a Ground-type Pokemon, the switching effect does not occur. Special Damage Electric 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Struggle Bug Lowers the target's Special Attack by 1 stage. Special Damage Bug 30 100%
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM79 Frost Breath This move always lands as a critical hit, unless the target is under the effect of Lucky Chant or has an ability that prevents Critical Hits. Special Damage Ice 40 90%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Dragon Tail This move usually goes last. When it hits, the target is forced to switch out. Physical Damage Dragon 60 90%
TM83 Work Up Raises the user's Attack and Special Attack by 1 stage each. Other Damage Normal N/A N/A
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Pluck The user eats the target's held berry and, if applicable, receives its benefits. Jaboca Berry will be removed without damaging the user, but Coba Berry will still activate and reduce this move's power. The target can still recover its held berry by using Recycle. Physical Damage Flying 60 100%
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
TM93 Wild Charge The user receives 1/4 recoil damage. Physical Damage Electric 90 100%
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
TM95 Snarl Lowers the target's Special Attack by 1 stage. Special Damage Dark 55 95%
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 95 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
XY TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
HM01 HM02 HM03 HM04 HM05  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Psyshock This attack deals Physical damage, meaning that the user's Special Attack and the target's Defense are used in the damage calculation. Special Damage Psychic 80 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A N/A
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Venoshock Base Power doubles if the target is poisoned. Special Damage Poison 65 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying N/A N/A
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 Solar Beam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Smack Down Until the target switches out, it loses its immunity to Ground-type moves if it is a Flying-type or has Levitate, unless it has used Roost on the same turn. The effects of Magnet Rise and Telekinesis are also removed, and this move can hit opponents in the middle of using Sky Drop, Fly or Bounce, immediately canceling the latter two. Physical Damage Rock 50 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 90 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 110 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Sludge Wave Has a 10% chance to poison the target. Special Damage Poison 95 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 90 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Force, Sand Rush or Sand Veil, or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 110 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 60 95%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 N/A
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Flame Charge Raises the user's Speed by 1 stage. Physical Damage Fire 50 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 60 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 65 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM49 Echoed Voice Gains 40 base power each time this move is used on consecutive turns. Special Damage Normal 40 100%
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 130 90%
TM51 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 70 90%
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 90 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Sky Drop On the first turn, the user flies into the air with the target, preventing the target's next move. On the second turn, the user inflicts damage. When used by teammates on the ground, the moves Gust, Thunder, Twister, Hurricane, Sky Uppercut and Smack Down can hit the user of Sky Drop during the interim. Physical Damage Flying 60 100%
TM59 Incinerate Destroys the target's held Berry. Occa Berry is consumed before Incinerate causes damage or destroys it. Special Damage Fire 60 100%
TM60 Quash Makes the target perform its move last. Other Damage Dark N/A 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 85%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The user faints after performing this move. Unlike previous games, the target's Defense stat is NOT halved. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Volt Switch The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. If this move is used against a Ground-type Pokemon, the switching effect does not occur. Special Damage Electric 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Struggle Bug Lowers the target's Special Attack by 1 stage. Special Damage Bug 50 100%
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM79 Frost Breath This move always lands as a critical hit, unless the target is under the effect of Lucky Chant or has an ability that prevents Critical Hits. Special Damage Ice 60 90%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Dragon Tail This move usually goes last. When it hits, the target is forced to switch out. Physical Damage Dragon 60 90%
TM83 Infestation Traps the target for 4-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. Special Damage Bug 20 100
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
TM93 Wild Charge The user receives 1/4 recoil damage. Physical Damage Electric 90 100%
TM94 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
TM95 Snarl Lowers the target's Special Attack by 1 stage. Special Damage Dark 55 95%
TM96 Nature Power The user generates another move depending on the battle's current terrain. It generates Seed Bomb in any type of grass (as well as in puddles), Hydro Pump while surfing on top of water, Rock Slide on any rocky outdoor terrain and inside of caves, Earthquake on beach sand, desert sand and dirt paths, Blizzard in snow, and Tri Attack everywhere else (including Wi-Fi battles). In Battle Revolution, the move generates Tri Attack at Courtyard, Main Street and Neon, Seed Bomb at Sunny Park and Waterfall, Hydro Pump at Gateway, Rock Slide at Crystal, Magma and Stargazer and Earthquake at Sunset. Other Damage Normal Copy N/A
TM97 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 80 100%
TM98 Power-Up Punch Raises the user's Evasion by 2 stages; however, Stomp and Steamroller retain their normal accuracy and double in power against Minimized opponents. Physical Damage Fighting 40 100
TM99 Dazzling Gleam Damages the target. Special Damage Fairy 80 100
TM100 Confide This move never misses and lowers the target's Special Attack by one stage. Other Damage Normal N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 90 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
ORAS TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
HM01 HM02 HM03 HM04 HM05 HM06 HM07  
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Hone Claws Raises the user's Attack and Accuracy by 1 stage each. Other Damage Dark N/A N/A
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Psyshock This attack deals Physical damage, meaning that the user's Special Attack and the target's Defense are used in the damage calculation. Special Damage Psychic 80 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A N/A
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Venoshock Base Power doubles if the target is poisoned. Special Damage Poison 65 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying N/A N/A
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 Solar Beam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Smack Down Until the target switches out, it loses its immunity to Ground-type moves if it is a Flying-type or has Levitate, unless it has used Roost on the same turn. The effects of Magnet Rise and Telekinesis are also removed, and this move can hit opponents in the middle of using Sky Drop, Fly or Bounce, immediately canceling the latter two. Physical Damage Rock 50 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 90 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 110 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Dig On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Earthquake and Magnitude can hit underground and gain doubled power. The user may also be hit underground if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Ground 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Sludge Wave Has a 10% chance to poison the target. Special Damage Poison 95 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 90 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Force, Sand Rush or Sand Veil, or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 110 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 60 95%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 N/A
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Flame Charge Raises the user's Speed by 1 stage. Physical Damage Fire 50 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 60 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 65 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM49 Echoed Voice Gains 40 base power each time this move is used on consecutive turns. Special Damage Normal 40 100%
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 130 90%
TM51 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 70 90%
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 90 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Sky Drop On the first turn, the user flies into the air with the target, preventing the target's next move. On the second turn, the user inflicts damage. When used by teammates on the ground, the moves Gust, Thunder, Twister, Hurricane, Sky Uppercut and Smack Down can hit the user of Sky Drop during the interim. Physical Damage Flying 60 100%
TM59 Incinerate Destroys the target's held Berry. Occa Berry is consumed before Incinerate causes damage or destroys it. Special Damage Fire 60 100%
TM60 Quash Makes the target perform its move last. Other Damage Dark N/A 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 85%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The user faints after performing this move. Unlike previous games, the target's Defense stat is NOT halved. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Retaliate Base Power increases if the user's teammate was knocked out on the previous turn. Physical Damage Normal 70 100%
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Flash Lowers the target's Accuracy by 1 stage. Other Damage Normal N/A 100%
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Volt Switch The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. If this move is used against a Ground-type Pokemon, the switching effect does not occur. Special Damage Electric 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 100%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages. Other Damage Normal N/A N/A
TM76 Struggle Bug Lowers the target's Special Attack by 1 stage. Special Damage Bug 50 100%
TM77 Psych Up The user copies all seven of the target's current stat modifiers. Other Damage Normal N/A N/A
TM78 Bulldoze Lowers the target's Speed by 1 stage. Physical Damage Ground 60 100%
TM79 Frost Breath This move always lands as a critical hit, unless the target is under the effect of Lucky Chant or has an ability that prevents Critical Hits. Special Damage Ice 60 90%
TM80 Rock Slide Has a 30% chance to make the target flinch. Physical Damage Rock 75 90%
TM81 X-Scissor Damages the target. Physical Damage Bug 80 100%
TM82 Dragon Tail This move usually goes last. When it hits, the target is forced to switch out. Physical Damage Dragon 60 90%
TM83 Infestation Traps the target for 4-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass, U-Turn or Volt Switch. Special Damage Bug 20 100
TM84 Poison Jab Has a 30% chance to poison the target. Physical Damage Poison 80 100%
TM85 Dream Eater Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. Special Damage Psychic 100 100%
TM86 Grass Knot Base power increases as the target's weight increases. Special Damage Grass Var BP 100%
TM87 Swagger Confuses the target and raises its Attack by 2 stages. Other Damage Normal N/A 90%
TM88 Sleep Talk Does nothing if the user is awake. If the user asleep, it randomly performs one of its attacks. Rest will fail if it is selected. Sleep Talk's generated attacks do not cost PP, but it cannot generate moves with 0 PP, itself, Assist, Bide, Chatter, Copycat, Disabled attacks, Focus Punch, Me First, Metronome, Mirror Move, Uproar, or attacks with a charge-up turn like Fly or Skull Bash. (Moves with a recharge turn like Hyper Beam can be generated.) Other Damage Normal Copy N/A
TM89 U-turn The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Bug 70 100%
TM90 Substitute The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat modifiers caused by other Pokemon. The user is still affected by Tickle, Hail, Sandstorm and Attract from behind its Substitute. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. Other Damage Normal N/A N/A
TM91 Flash Cannon Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Steel 80 100%
TM92 Trick Room Always goes last. Attacking order is reversed for all active Pokemon for five turns; the slowest Pokemon moves first and vice versa. Note that move order is still determined by the regular priority categories and the effects of Trick Room apply only when Pokemon have chosen moves with the same priority. Using Trick Room a second time reverses this effect. This effect is also ignored by Stall and held items that may affect the turn order: Full Incense, Lagging Tail, Quick Claw and Custap Berry. Other Damage Psychic N/A N/A
TM93 Wild Charge The user receives 1/4 recoil damage. Physical Damage Electric 90 100%
TM94 Secret Power This move has a 30% chance to inflict a side effect depending on the battle's current terrain. The target may be put to sleep in any type of grass (or in puddles), its Attack may be lowered by 1 stage while surfing on any body of water, its Speed may be lowered by 1 stage while on marshy terrain, its Accuracy may be lowered by 1 stage on beach sand, desert sand and dirt paths, it may flinch in caves or on rocky outdoor terrain, it may become frozen on snowy terrain and it may become paralyzed everywhere else (including Wi-Fi battles). Physical Damage Normal 70 100%
TM95 Snarl Lowers the target's Special Attack by 1 stage. Special Damage Dark 55 95%
TM96 Nature Power The user generates another move depending on the battle's current terrain. It generates Seed Bomb in any type of grass (as well as in puddles), Hydro Pump while surfing on top of water, Rock Slide on any rocky outdoor terrain and inside of caves, Earthquake on beach sand, desert sand and dirt paths, Blizzard in snow, and Tri Attack everywhere else (including Wi-Fi battles). In Battle Revolution, the move generates Tri Attack at Courtyard, Main Street and Neon, Seed Bomb at Sunny Park and Waterfall, Hydro Pump at Gateway, Rock Slide at Crystal, Magma and Stargazer and Earthquake at Sunset. Other Damage Normal Copy N/A
TM97 Dark Pulse Has a 20% chance to make the target flinch. Special Damage Dark 80 100%
TM98 Power-Up Punch Raises the user's Evasion by 2 stages; however, Stomp and Steamroller retain their normal accuracy and double in power against Minimized opponents. Physical Damage Fighting 40 100
TM99 Dazzling Gleam Damages the target. Special Damage Fairy 80 100
TM100 Confide This move never misses and lowers the target's Special Attack by one stage. Other Damage Normal N/A N/A
HM01 Cut Damages the target. Physical Damage Normal 50 95%
HM02 Fly On the first turn, the user flies into the air, becoming uncontrollable, and evades most attacks. Gust, Twister, Thunder and Sky Uppercut have normal accuracy against a mid-air Pokemon, with Gust and Twister also gaining doubled power. The user may also be hit in mid-air if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Flying 90 95%
HM03 Surf Power doubles against a target who is in the middle of using Dive. Special Damage Water 90 100%
HM04 Strength Damages the target. Physical Damage Normal 80 100%
HM05 Waterfall Has a 20% chance to make the target flinch. Physical Damage Water 80 100%
HM06 Rock Smash Has a 50% chance to lower the target's Defense by 1 stage. Physical Damage Fighting 40 100%
HM07 Dive On the first turn, the user dives underwater, becoming uncontrollable, and evades all attacks except for Surf and Whirlpool, which have doubled power; the user may also be hit underwater if it was previously targeted by Lock-On or Mind Reader or if it is attacked by a Pokemon with No Guard. On the second turn, the user attacks. Physical Damage Water 80 100%
SM TM/HM Compatibility:
TM01 TM02 TM03 TM04 TM05 TM06 TM07 TM08 TM09 TM10
TM11 TM12 TM13 TM14 TM15 TM16 TM17 TM18 TM19 TM20
TM21 TM22 TM23 TM24 TM25 TM26 TM27 TM28 TM29 TM30
TM31 TM32 TM33 TM34 TM35 TM36 TM37 TM38 TM39 TM40
TM41 TM42 TM43 TM44 TM45 TM46 TM47 TM48 TM49 TM50
TM51 TM52 TM53 TM54 TM55 TM56 TM57 TM58 TM59 TM60
TM61 TM62 TM63 TM64 TM65 TM66 TM67 TM68 TM69 TM70
TM71 TM72 TM73 TM74 TM75 TM76 TM77 TM78 TM79 TM80
TM81 TM82 TM83 TM84 TM85 TM86 TM87 TM88 TM89 TM90
TM91 TM92 TM93 TM94 TM95 TM96 TM97 TM98 TM99 TM100
MachineAttackEffectDamageTypePwrAcc
Select a TM/HM to view
TM01 Work Up Raises the user's Attack and Special Attack by 1 stage each. Other Damage Normal N/A N/A
TM02 Dragon Claw Damages the target. Physical Damage Dragon 80 100%
TM03 Psyshock This attack deals Physical damage, meaning that the user's Special Attack and the target's Defense are used in the damage calculation. Special Damage Psychic 80 100%
TM04 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
TM05 Roar Almost always goes last; in trainer battles, the target is switched out for a random member of its team. Escapes from wild battles. Has no effect if the target has Suction Cups, Soundproof or used Ingrain. Other Damage Normal N/A N/A
TM06 Toxic The target is badly poisoned, with the damage caused by poison doubling after each turn. Toxic poisoning will remain with the Pokemon during the battle even after switching out. Other Damage Poison N/A 90%
TM07 Hail Cancels all other weather moves. For 5 turns: Blizzard never misses and has a 30% chance to hit through Protect and Detect, each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it is an Ice-type, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Hail will last for eight turns if its user is holding Icy Rock. Other Damage Ice N/A N/A
TM08 Bulk Up Raises the user's Attack and Defense by 1 stage each. Other Damage Fighting N/A N/A
TM09 Venoshock Base Power doubles if the target is poisoned. Special Damage Poison 65 100%
TM10 Hidden Power Varies in power and type depending on the user's IVs; maximum 70 BP. Will always run off the user's Special Attack regardless of type. Special Damage Normal 60 100%
TM11 Sunny Day Cancels all other weather moves. For 5 turns: freezing is prevented, the power of Fire attacks is increased by 50%, the power of Water attacks is decreased by 50%, Solarbeam fires immediately, Thunder becomes 50% accurate, and the healing power of Morning Sun, Synthesis and Moonlight is increased from 1/2 to 2/3 of the user's max HP. The effects of Sunny Day will last for eight turns if its user is holding Heat Rock. Other Damage Fire N/A N/A
TM12 Taunt Prevents the target from using non-damaging moves for three turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
TM13 Ice Beam Has a 10% chance to freeze the target. Special Damage Ice 90 100%
TM14 Blizzard Has a 10% chance to freeze the target. During Hail, this move will never miss under normal circumstances. Special Damage Ice 110 70%
TM15 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%
TM16 Light Screen All Pokemon in the user's party receive 1/2 damage from Special attacks for 5 turns. Light Screen will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM17 Protect Almost always goes first. The user is protected from all attacks for one turn, but the move's success rate halves with each consecutive use of Protect, Detect or Endure. If a Pokemon has No Guard, or used Lock-On or Mind Reader against the user during the previous turn, its attack has a [100 - move's normal accuracy]% chance to hit through Protect; OHKO moves do not benefit from this effect. Blizzard has a 30% to hit through this move during Hail, as does Thunder during Rain Dance. Other Damage Normal N/A N/A
TM18 Rain Dance Cancels all other weather moves. For 5 turns: the power of Water attacks is increased by 50%, the power of Fire attacks is decreased by 50%, Thunder never misses and has a 30% chance to hit through Protect and Detect, the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is decreased from 1/2 to 1/4 of the user's max HP. The effects of Rain Dance will last for eight turns if its user is holding Damp Rock. Other Damage Water N/A N/A
TM19 Roost The user recovers 1/2 of its max HP; if it is a Flying-type Pokemon, it also loses its Flying-type classification until the start of the next turn. Other Damage Flying N/A N/A
TM20 Safeguard Protects the user's entire team from status conditions for five turns. Other Damage Normal N/A N/A
TM21 Frustration Power increases as user's happiness decreases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM22 Solar Beam The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. During Sunny Day, this move fires immediately; during Rain Dance, Sandstorm and Hail, this move has half power. Special Damage Grass 120 100%
TM23 Smack Down Until the target switches out, it loses its immunity to Ground-type moves if it is a Flying-type or has Levitate, unless it has used Roost on the same turn. The effects of Magnet Rise and Telekinesis are also removed, and this move can hit opponents in the middle of using Sky Drop, Fly or Bounce, immediately canceling the latter two. Physical Damage Rock 50 100%
TM24 Thunderbolt Has a 10% chance to paralyze the target. Special Damage Electric 90 100%
TM25 Thunder Has a 30% chance to paralyze the target. It also has normal accuracy against mid-air Pokemon who have used Fly, Bounce or Sky Drop. During Sunny Day, this move has 50% accuracy. During Rain Dance, this move will never miss under normal circumstances. Special Damage Electric 110 70%
TM26 Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
TM27 Return Power increases as user's happiness increases; maximum 102 BP. Physical Damage Normal Var BP 100%
TM28 Leech Life Restores the user's HP by 1/2 of the damage inflicted on the target. Physical Damage Bug 80 100%
TM29 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
TM30 Shadow Ball Has a 20% chance to lower the target's Special Defense by 1 stage. Special Damage Ghost 80 100%
TM31 Brick Break Reflect and Light Screen are removed from the target's field even if the attack misses. However, if the target is a Ghost-type, this will not occur. Physical Damage Fighting 75 100%
TM32 Double Team Raises the user's Evasion by 1 stage. Other Damage Normal N/A N/A
TM33 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
TM34 Sludge Wave Has a 10% chance to poison the target. Special Damage Poison 95 100%
TM35 Flamethrower Has a 10% chance to burn the target. Special Damage Fire 90 100%
TM36 Sludge Bomb Has a 30% chance to poison the target. Special Damage Poison 90 100%
TM37 Sandstorm Cancels all other weather moves. For 5 turns: the Special Defense of Rock-type Pokemon is boosted by 50%; each active Pokemon, even when protected by a Substitute, loses 1/16 of its max HP unless it has Sand Force, Sand Rush or Sand Veil, or is a Ground-, Rock-, or Steel-type; the power of Solarbeam is halved, and the healing power of Morning Sun, Synthesis and Moonlight is halved. The effects of Sandstorm will last for eight turns if its user is holding Smooth Rock. Other Damage Rock N/A N/A
TM38 Fire Blast Has a 10% chance to burn the target. Special Damage Fire 110 85%
TM39 Rock Tomb Lowers the target's Speed by 1 stage. Physical Damage Rock 60 95%
TM40 Aerial Ace Ignores Evasion and Accuracy modifiers and never misses except against Protect, Detect or a target in the middle of Dig, Fly, Dive or Bounce. Physical Damage Flying 60 N/A
TM41 Torment Prevents the target from using the same move for two turns in a row until the target is switched out. The target will use Struggle every other turn if it cannot attack without using the same move. Other Damage Dark N/A 100%
TM42 Facade Power doubles if the user is inflicted with burn, paralysis or poison. Physical Damage Normal 70 100%
TM43 Flame Charge Raises the user's Speed by 1 stage. Physical Damage Fire 50 100%
TM44 Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
TM45 Attract Infatuates Pokemon of the opposite gender, even if they have a Substitute, causing a 50% chance for the target's attack to fail. Other Damage Normal N/A 100%
TM46 Thief Steals the target's held item unless the user is already holding an item or the target has Sticky Hold or Multitype. A stolen item cannot be recovered by using Recycle. Physical Damage Dark 60 100%
TM47 Low Sweep Lowers the target's Speed by 1 stage. Physical Damage Fighting 65 100%
TM48 Round Base power doubles after an ally Pokemon on the field uses this move on the same turn. If they have this move, allies who move after the initial Round are forced to use it on that turn. Special Damage Normal 60 100%
TM49 Echoed Voice Gains 40 base power each time this move is used on consecutive turns. Special Damage Normal 40 100%
TM50 Overheat Lowers the user's Special Attack by 2 stages after use. Special Damage Fire 130 90%
TM51 Steel Wing Has a 10% chance to raise the user's Defense by 1 stage. Physical Damage Steel 70 90%
TM52 Focus Blast Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Fighting 120 70%
TM53 Energy Ball Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Grass 90 100%
TM54 False Swipe Leaves the target with at least 1 HP. Physical Damage Normal 40 100%
TM55 Scald Has a 30% chance to burn the target. Special Damage Water 80 100%
TM56 Fling The user's held item is thrown at the target. Base power and additional effects vary depending on the thrown item. Note that the target will instantly benefit from the effects of thrown berries. The held item is gone for the rest of the battle unless Recycle is used; the item will return to the original holder after wireless battles but will be permanently lost if it is thrown during in-game battles. Physical Damage Dark Var BP 100%
TM57 Charge Beam Has a 70% chance to raise the user's Special Attack by 1 stage. Special Damage Electric 50 90%
TM58 Sky Drop On the first turn, the user flies into the air with the target, preventing the target's next move. On the second turn, the user inflicts damage. When used by teammates on the ground, the moves Gust, Thunder, Twister, Hurricane, Sky Uppercut and Smack Down can hit the user of Sky Drop during the interim. Physical Damage Flying 60 100%
TM59 Brutal Swing Deals damage to all targets on the field. Physical Damage Dark 60 100%
TM60 Quash Makes the target perform its move last. Other Damage Dark N/A 100%
TM61 Will-O-Wisp Burns the target. This move activates Flash Fire. Other Damage Fire N/A 85%
TM62 Acrobatics Doubles in Power if the user is not holding an item. The user can hit any opponent with this move in a Triple Battle. Physical Damage Flying 55 100%
TM63 Embargo Prevents the target from using its held item for five turns. During in-game battles, trainers also cannot use any items from their bag on a Pokemon under the effects of Embargo. Other Damage Dark N/A 100%
TM64 Explosion The user faints after performing this move. Unlike previous games, the target's Defense stat is NOT halved. Physical Damage Normal 250 100%
TM65 Shadow Claw Has a high critical hit ratio. Physical Damage Ghost 70 100%
TM66 Payback Power doubles if the target switches out or goes before the user. Physical Damage Dark 50 100%
TM67 Smart Strike Ignores Evasion and Accuracy modifiers and Physical Damage Steel 70 N/A
TM68 Giga Impact The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Physical Damage Normal 150 90%
TM69 Rock Polish Raises the user's Speed by 2 stages. Other Damage Rock N/A N/A
TM70 Aurora Veil If used while under the effects of Hail, this move halves damage done to the user from both Physical and Special attacks for five turns. Other Damage Ice N/A N/A
TM71 Stone Edge Has a high critical hit ratio. Physical Damage Rock 100 80%
TM72 Volt Switch The user switches out after use, even if it is currently trapped by another Pokemon. If the replacement Pokemon knows this move and is holding Choice Band, Choice Specs or Choice Scarf, it will be locked into the move, though Pokemon holding those items who don't know the move can select their attack as normal. When a faster Pokemon uses Pursuit against a Pokemon who uses this move, the latter is hit for normal damage; when a slower Pokemon uses Pursuit against a move who uses this move, the latter makes its attack, then is hit by Pursuit for double power, and switches out. If this move is used against a Ground-type Pokemon, the switching effect does not occur. Special Damage Electric 70 100%
TM73 Thunder Wave Paralyzes the target. This move activates Volt Absorb and Motor Drive. Other Damage Electric N/A 90%
TM74 Gyro Ball Power is determined from the speeds of the user and the target; stat modifiers are taken into account. Max power, 150 BP, is achieved when the user is much slower than the target. Physical Damage Steel Var BP 100%
TM75 Swords Dance Raises the user's Attack by 2 stages.