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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.