|TM06||Toxic||A move that leaves the target
Its poison damage worsens every turn.|
|TM07||Hail||The user summons a hailstorm lasting five
turns. It damages all Pokémon except the
|TM10||Hidden Power||A unique attack that varies in type and
intensity depending on the Pokémon
|TM11||Sunny Day||The user intensifies the sun for
five turns, powering up
|TM13||Ice Beam||The target is struck with an icy-cold
beam of energy.
It may also freeze the target solid.|
|TM14||Blizzard||A howling blizzard is summoned to strike
the opposing team. It may also freeze
|TM17||Protect||It enables the user to evade all attacks.
Its chance of failing rises if it is used in
|TM18||Rain Dance||The user summons a heavy rain
that falls for five turns,
powering up Water-type moves.|
|TM21||Frustration||A full-power attack that grows more
powerful the less the user likes
|TM22||Solarbeam||A two-turn attack. The user gathers
light, then blasts a bundled beam on the
|TM24||Thunderbolt||A strong electric blast is loosed at the
target. It may also leave the target
|TM25||Thunder||A wicked thunderbolt is dropped
on the target to inflict damage. It may
also leave the target with paralysis.|
|TM27||Return||A full-power attack that grows more
powerful the more the user likes
|TM30||Shadow Ball||The user hurls a shadowy blob at the
target. It may also lower the target's
Sp. Def stat.|
|TM32||Double Team||By moving rapidly, the user makes illusory
copies of itself to raise its evasiveness.|
|TM35||Flamethrower||The target is scorched with an intense
blast of fire. It may also leave the target
with a burn.|
|TM37||Sandstorm||A five-turn sandstorm is summoned
to hurt all combatants except the
Rock, Ground, and Steel types.|
|TM38||Fire Blast||The target is attacked with an intense
blast of all-consuming fire.
It may also leave the target with a burn.|
|TM42||Facade||An attack move that doubles its power if
the user is poisoned, burned, or
|TM44||Rest||The user goes to sleep for two turns.
It fully restores the user's HP and heals
any status problem.|
|TM45||Attract||If it is the opposite gender of the user,
the target becomes infatuated and less
likely to attack.|
|TM46||Thief||The user attacks and steals the target's
held item simultaneously.
It can't steal if the user holds an item.|
|TM48||Round||The user attacks the target with a song.
Others can join in the Round and make
the attack do greater damage.|
|TM53||Energy Ball||The user draws power from nature and
fires it at the target.
It may also lower the target's Sp. Def.|
|TM55||Scald||The user shoots boiling hot water at
its target. It may also leave the target
with a burn.|
|TM59||Incinerate||The user attacks the target with fire.
If the target is holding a Berry, the
Berry becomes burnt up and unusable.|
|TM67||Retaliate||The user gets revenge for a fainted ally.
If an ally fainted in the previous turn,
this attack's damage increases.|
|TM70||Flash||The user flashes a bright light that cuts
the target's accuracy.
It can also be used to illuminate caves.|
|TM73||Thunder Wave||A weak electric charge is launched at
the target. It causes paralysis if it hits.|
|TM77||Psych Up||The user hypnotizes itself into
copying any stat change made
by the target.|
|TM83||Work Up||The user is roused, and its Attack
and Sp. Atk stats increase.|
|TM87||Swagger||The user enrages and confuses the target.
However, it also sharply raises the
target's Attack stat.|
|TM90||Substitute||The user makes a copy of itself using
some of its HP.
The copy serves as the user's decoy.|