ItemDex -> machines
HM01 - The target is cut with a scythe or claw.
This can also be used to cut down thin trees.
HM02 - The user soars and then strikes its target on the
next turn. This can also be used to fly to any
familiar town.
HM03 - The user attacks everything around it by swamping
its surroundings with a giant wave.
HM04 - The target is slugged with a punch thrown at
maximum power. This can also be used to move
heavy boulders.
HM05 - The user charges at the target and may make it
flinch. This can also be used to climb a waterfall.
HM06 - The user attacks with a punch. This may also lower
the target’s Defense stat. This move can also
shatter rocks in the field.
HM07 - Diving on the first turn, the user floats up and
attacks on the next turn.
HM08 - A charging attack that may also leave
the foe confused. It can also be used
to scale rocky walls.
TM01 - The user is roused, and its Attack and Sp. Atk
stats increase.
TM02 - The user slashes the target with huge sharp claws.
TM03 - The user materializes an odd psychic wave to
attack the target. This attack does
physical damage.
TM04 - The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
TM05 - The target is scared off, and a different Pokémon is
dragged out. In the wild, this ends a battle against
a single Pokémon.
TM06 - A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
TM07 - The user summons a hailstorm lasting five turns.
It damages all Pokémon except the Ice type.
TM08 - The user tenses its muscles to bulk up its body,
raising both its Attack and Defense stats.
TM09 - The user drenches the target in a special
poisonous liquid. This move’s power is doubled
if the target is poisoned.
TM10 - A unique attack that varies in type depending on
the Pokémon using it.
TM11 - The user intensifies the sun for five turns, powering
up Fire-type moves. This also weakens the power
of Water-type moves.
TM12 - The target is taunted into a rage that allows it to
use only attack moves for three turns.
TM13 - The target is struck with an icy-cold beam of
energy. This may also leave the target frozen.
TM14 - A howling blizzard is summoned to strike opposing
Pokémon. This may also leave the opposing
Pokémon frozen.
TM15 - The target is attacked with a powerful beam.
The user can’t move on the next turn.
TM16 - A wondrous wall of light is put up to reduce
damage from special attacks for five turns.
TM17 - Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
TM18 - The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
TM19 - The user lands and rests its body. It restores the
user’s HP by up to half of its max HP.
TM20 - The user creates a protective field that prevents
status conditions for five turns.
TM21 - This full-power attack grows more powerful the
less the user likes its Trainer.
TM22 - In this two-turn attack, the user gathers light, then
blasts a bundled beam on the next turn.
TM23 - The user throws a stone or similar projectile to
attack an opponent. A flying Pokémon will fall to
the ground when it’s hit.
TM24 - A strong electric blast crashes down on the target.
This may also leave the target with paralysis.
TM25 - A wicked thunderbolt is dropped on the target to
inflict damage. This may also leave the target
with paralysis.
TM26 - The user sets off an earthquake that strikes every
Pokémon around it.
TM27 - This full-power attack grows more powerful the
more the user likes its Trainer.
TM28 - The user drains the target’s blood. The user’s HP is
restored by half the damage taken by the target.
TM29 - The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
TM30 - The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
TM31 - The user attacks with a swift chop. It can also
break barriers, such as Light Screen and Reflect.
TM32 - By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
TM33 - A wondrous wall of light is put up to reduce
damage from physical attacks for five turns.
TM34 - The user strikes everything around it by swamping
the area with a giant sludge wave. This may also
poison those hit.
TM35 - The target is scorched with an intense blast of fire.
This may also leave the target with a burn.
TM36 - Unsanitary sludge is hurled at the target. This may
also poison the target.
TM37 - A five-turn sandstorm is summoned to hurt all
combatants except the Rock, Ground, and
Steel types. Raises the Sp. Def of Rock types.
TM38 - The target is attacked with an intense blast of
all-consuming fire. This may also leave the target
with a burn.
TM39 - Boulders are hurled at the target.
This also lowers the target’s Speed
stat by preventing its movement.
TM40 - The user confounds the target with speed, then
slashes. This attack never misses.
TM41 - The user torments and enrages the target, making it
incapable of using the same move twice in a row.
TM42 - This attack move doubles its power if the user is
poisoned or burned, or if it has paralysis.
TM43 - Cloaking itself in flame, the user attacks. Then,
building up more power, the user raises its
Speed stat.
TM44 - The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
TM45 - If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
TM46 - The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
TM47 - The user makes a swift attack on the target’s legs,
which lowers the target’s Speed stat.
TM48 - The user attacks the target with a song. Others
can join in the Round to increase the power of
the attack.
TM49 - The user attacks the target with an echoing voice.
If this move is used every turn, its power
is increased.
TM50 - The user attacks the target at full power.
The attack’s recoil harshly lowers the user’s
Sp. Atk stat.
TM51 - The target is hit with wings of steel. This may also
raise the user’s Defense stat.
TM52 - The user heightens its mental focus and unleashes
its power. This may also lower the target’s Sp. Def.
TM53 - The user draws power from nature and fires it at
the target. This may also lower the target’s Sp. Def.
TM54 - A restrained attack that prevents the target from
fainting. The target is left with at least 1 HP.
TM55 - The user shoots boiling hot water at its target.
This may also leave the target with a burn.
TM56 - The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
TM57 - The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
TM58 - The user takes the target into the sky, then drops
it during the next turn. The target cannot attack
while in the sky.
TM59 - The user swings its body around violently to inflict
damage on everything in its vicinity.
TM60 - The user suppresses the target and makes its
move go last.
TM61 - The user shoots a sinister, bluish-white flame at
the target to inflict a burn.
TM62 - The user nimbly strikes the target.
If the user is not holding an item, this attack
inflicts massive damage.
TM63 - This move prevents the target from using its held
item for five turns. Its Trainer is also prevented
from using items on it.
TM64 - The user attacks everything around it by causing a
tremendous explosion. The user faints upon using
this move.
TM65 - The user slashes with a sharp claw made from
shadows. Critical hits land more easily.
TM66 - The user stores power, then attacks. If the user
moves after the target, this attack’s power will
be doubled.
TM67 - The user stabs the target with a sharp horn.
The attack never misses.
TM68 - The user charges at the target using every bit of
its power. The user can’t move on the next turn.
TM69 - The user polishes its body to reduce drag.
This can sharply raise the Speed stat.
TM70 - This move reduces damage from physical and
special moves for five turns. This can be used only
in a hailstorm.
TM71 - The user stabs the target from below with
sharpened stones. Critical hits land more easily.
TM72 - After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
TM73 - The user launches a weak jolt of electricity that
paralyzes the target.
TM74 - The user tackles the target with a high-speed spin.
The slower the user compared to the target, the
greater the move’s power.
TM75 - A frenetic dance to uplift the fighting spirit.
This sharply raises the user’s Attack stat.
TM76 - The user soars and then strikes its target on the
next turn.
TM77 - The user hypnotizes itself into copying any stat
change made by the target.
TM78 - The user strikes everything around it by stomping
down on the ground. This lowers the Speed stat of
those hit.
TM79 - The user blows its cold breath on the target.
This attack always results in a critical hit.
TM80 - Large boulders are hurled at the opposing Pokémon
to inflict damage. This may also make the opposing
Pokémon flinch.
TM81 - The user slashes at the target by crossing its
scythes or claws as if they were a pair of scissors.
TM82 - The target is knocked away, and a different
Pokémon is dragged out. In the wild, this ends
a battle against a single Pokémon.
TM83 - The target is infested and attacked for four to five
turns. The target can’t flee during this time.
TM84 - The target is stabbed with a tentacle or arm
steeped in poison. This may also poison the target.
TM85 - The user eats the dreams of a sleeping target.
It absorbs half the damage caused to heal its
own HP.
TM86 - The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
TM87 - The user enrages and confuses the target.
However, this also sharply raises the target’s
Attack stat.
TM88 - While it is asleep, the user randomly uses one of
the moves it knows.
TM89 - After making its attack, the user rushes back to
switch places with a party Pokémon in waiting.
TM90 - The user makes a copy of itself using some of its
HP. The copy serves as the user’s decoy.
TM91 - The user gathers all its light energy and releases it
all at once. This may also lower the target’s
Sp. Def stat.
TM92 - The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
TM93 - The user shrouds itself in electricity and smashes
into its target. This also damages the user a little.
TM94 - The user attacks everything around it by swamping
its surroundings with a giant wave.
TM95 - The user yells as if it’s ranting about something,
which lowers the Sp. Atk stat of
opposing Pokémon.
TM96 - This attack makes use of nature’s power. Its
effects vary depending on the user’s environment.
TM97 - The user releases a horrible aura imbued with dark
thoughts. This may also make the target flinch.
TM98 - The user charges at the target and may make
it flinch.
TM99 - The user damages opposing Pokémon by emitting a
powerful flash.
TM100 - The user tells the target a secret, and the target
loses its ability to concentrate. This lowers the
target’s Sp. Atk stat.