all TMs
|
TM #
|
Attack
|
Power
|
Summary
|
|
00
|
Mega Punch
|
80
|
The target is slugged by a punch thrown with muscle-packed power.
|
|
01
|
Mega Kick
|
120
|
The target is attacked by a kick launched with muscle-packed power
|
|
03
|
Fire Punch
|
75
|
The target is punched with a fiery fist. This may also leave the target with a burn.
|
|
04
|
Ice Punch
|
75
|
The target is punched with an icy fist. This may also leave the target frozen.
|
|
05
|
Thunder Punch
|
75
|
The target is punched with an electrified fist. This may also leave the target with Paralysis.
|
|
06
|
Fly
|
90
|
The user flies up into the sky and then strikes on the next turn.
|
|
07
|
Pin Missile
|
25
|
Sharp spikes are shot at the target in rapid succession. The hit two to five times.
|
|
08
|
Hyper Beam
|
150
|
The target is attacked with a powerful beam. The user can't move on the next turn.
|
|
09
|
Giga Impact
|
150
|
The user charges at the target using every bit of its power. The user can't move on the next turn.
|
|
10
|
Magical Leave
|
60
|
The user scatters curious leaves that chase the target. This attack never misses.
|
|
11
|
Solar beam
|
120
|
In this tow-turn attack. the user gathers light, then blasts a bundled beam on then next turn.
|
|
12
|
Solar Blade
|
125
|
In this two-turn attack, the user gathers light and fills a blade with the light's energy, attacking the target on the next turn.
|
|
13
|
Fire Spin
|
35
|
The target becomes trapped in a fierce vortex of fire that rages for four to five turns.
|
|
14
|
Thunder Wave
|
-
|
The user launches a weak jolt of electricity that paralyzes the target.
|
|
15
|
Dig
|
80
|
the user burrows into the ground, then attacks on the next turn.
|
|
16
|
Screech
|
-
|
An earsplitting screech harshly lowers the target's Defense stat/
|
|
17
|
Light Screen
|
-
|
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
|
|
18
|
Reflect
|
-
|
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
|
|
19
|
Safeguard
|
-
|
The user creates a protective field that prevents status conditions for five turns.
|
|
20
|
Self-Destruct
|
200
|
The user attacks everything around it by causing an explosion. The user faints upon using this move.
|
|
21
|
Rest
|
-
|
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
|
|