TM045 |
Attract |
nor |
15 |
- |
100% |
|
Makes the opposite gender infatuated. |
TM004 |
Calm Mind |
psy |
20 |
- |
- |
|
Raises SP. ATK and SP. DEF by focusing the mind. |
TM100 |
Confide |
nor |
20 |
- |
- |
|
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat. |
TM099 |
Dazzling Gleam |
fai |
10 |
80 |
100% |
|
The user damages opposing Pokémon by emitting a powerful flash. |
TM032 |
Double Team |
nor |
15 |
- |
- |
|
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM049 |
Echoed Voice |
nor |
15 |
40 |
100% |
|
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM053 |
Energy Ball |
gra |
10 |
90 |
100% |
|
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
TM042 |
Facade |
nor |
20 |
70 |
100% |
|
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM070 |
Flash |
nor |
20 |
- |
100% |
|
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
TM021 |
Frustration |
nor |
20 |
- |
100% |
|
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM086 |
Grass Knot |
gra |
20 |
- |
100% |
|
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
TM010 |
Hidden Power |
nor |
15 |
60 |
100% |
|
A unique attack that varies in type depending on the Pokémon using it. |
TM096 |
Nature Power |
nor |
20 |
- |
- |
|
An attack that makes use of nature's power. Its effects vary depending on the user's environment. |
TM017 |
Protect |
nor |
10 |
- |
- |
|
Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM029 |
Psychic |
psy |
10 |
90 |
100% |
|
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
TM018 |
Rain Dance |
wat |
5 |
- |
- |
|
Boosts the power of WATER- type moves for 5 turns. |
TM044 |
Rest |
psy |
10 |
- |
- |
|
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. |
TM027 |
Return |
nor |
20 |
- |
100% |
|
A full power attack that grows more powerful the more the user likes its trainer. |
TM048 |
Round |
nor |
15 |
60 |
100% |
|
The user attacks with a song. Others can join in the Round and make the attack do greater damage. |
TM020 |
Safeguard |
nor |
25 |
- |
- |
|
A mystical force prevents all status problems. |
TM088 |
Sleep Talk |
nor |
10 |
- |
- |
|
While it is asleep, the user randomly uses one of the moves it knows. |
TM022 |
Solar Beam |
gra |
10 |
120 |
100% |
|
1st turn: Prepare 2nd turn: Attack |
TM090 |
Substitute |
nor |
10 |
- |
- |
|
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM011 |
Sunny Day |
fir |
5 |
- |
- |
|
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM087 |
Swagger |
nor |
15 |
- |
90% |
|
The user enrages and confuses the target. However, this also sharply raises the target's Attack stat. |
TM006 |
Toxic |
poi |
10 |
- |
90% |
|
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |