The list of TMs and what they do
TM01 - Mega Punch. This is a fairly average battle move. It's good when you first find it, but later in the game, there's stronger moves than this. Most people give it to their Pikachu.
TM02 - Razor Wind. Charge moves aren't always the best, but every time you use this one, It's nearly a 1-hit kill every time. It only works for flying Pokémon, perhaps Fearow or Dodrio.
TM03 - Swords Dance. A GREAT move for offensive Pokémon like Hitmonlee. Use it once or twice before launching an assault of your best moves.
TM04 - Whirlwind. Trash it. You can always run away. Only wild Pokémon really need to use this.
TM05 - Mega Kick. A VERY inaccurate move, hardly hits. And what's more, it has low PP. Forget this one.
TM06 - Toxic. Works on most Pokémon, and is great to use on the High-HPers that take a while to take down. Works good on anything.
TM07 - Horn Drill. Sure, it can kill something in 1 hit, but by the time it DOES hit, your Pokémon will be gone. Forget it.
TM08 - Body Slam. Sweet move! Average PP and high power, plus the ability to paralyze. It works great on anything that can use it!
TM09 - Take Down. This is a good move for High-HP Pokémon because of recoil. We suggest giving it to a Snorlax or Lapras.
TM10 - Double-Edge. Same as Take-Down, but Stronger.
TM11 - Bubblebeam. A good water move in the beginning, but once you get Surf, then there's no reason to keep it.
TM12 - Water Gun. Nobody knows why they gave this a TM. It's a lousy move that can be topped by any other water move besides bubble.
TM13 - Ice Beam. Now this is a cool move! Good strength, moderate PP, ability to freeze, and ice moves in general are super-effective against 5 types! Great move!
TM14 - Blizzard. Like Ice Beam, but better! Only problem is its low PP.
TM15 - Hyper Beam. If you actually have enough time to get this move, it pays off! It's the strongest move in the game. We suggest giving it to something you use a LOT.
TM16 - Pay Day. This move is cool because it gets you cash, but its power is relatively weak. Also, you don't get a lot of money. If you have a Meowth or Persian, leave it on them, but don't give it to something else.
TM17 - Submission. Same conditions for Take-Down.
TM18 - Counter. This move hardly ever works. We're not even sure what it does! Save your limited move space for something stronger.
TM19 - Seismic Toss. All this move does is damage equal to your level. Most other moves can exceed this.
TM20 - Rage. Probably better to forget this move. It's better to have CONTROL over your Pokémon.
TM21 - Mega Drain. It's a great move for Grass Pokémon. Does double the duty absorb does. Give it to something like Exeggutor.
TM22 - Solar Beam. Heh... kick-ass move. Give it to a Grass Pokémon who hasn't been blessed with it's power yet.
TM23 - Dragon Rage. Always does 40 Damage. What a disappointment.
TM24 - ThunderBolt. This is actually a good move for WATER Pokémon. It gives them more of a variety.
TM25 - Thunder. Like ThunderBolt, but a lot better! Give it to Water Pokémon also.
TM26 - Earthquake. Ground moves are strong against quite a few things. This is a pretty effective move to give to a Fighting Pokémon.
TM27 - Fissure. It's just like Horn Drill. In other words, sell it.
TM28 - Dig. This thing allows you to avoid an attack, and hits pretty hard too. It's a rare move, so give it to something you use a lot. Charizard actually does well with it.
TM29 - Psychic. There's too many good things to say about this move. This is also an effective thing to give to a Water Pokémon, or a deformed Psychic Pokémon that doesn't have it.
TM30 - Teleport. Do you know what Running Away from a battle is? Only useful for getting back to the last Pokécenter.
TM31 - Mimic. This move is pretty cool, and can cause some funky things in battle. However, you could just use Mr. Mime if you wanted someone with Mimic.
TM32 - Double Team. It says your evade goes up, but it doesn't seem to work . What a waste.
TM33 - Reflect. There's no time for this kind of defense in a flat-out battle. Use an arsenal of offense and avoid stuff like this.
TM34 - Bide. This is actually a pretty good move near the end of the game. Use it, then while your HP gets lower, use a Hyper Potion. If you can keep yourself up, you'll destroy the other one once the move goes off!
TM35 - Metronome. A crazy move indeed. Usually better to not risk wasting a turn with it, because you're better off using something that will automatically do a strong move.
TM36 - Self-Destruct. Who wants to waste their own Pokémon to probably not destroy the other one? It's crap.
TM37 - Egg Bomb. This is a great battle move, but not many can use it. Works good on Exeggutor or Chansey.
TM38 - Fire Blast. Nobody knows this move, so pick wisely! Choose a Fire Pokémon you use a lot, because you do NOT want to waste this great move.
TM39 - Swift. It's a semi-strong version of Quick Attack, but not strong enough. A fast Pokémon with a strong move is much better.
TM40 - Skull Bash. It's a charge move, and it's about as strong as Razor Wind. It might be worth it, but see for yourself.
TM41 - SoftBoiled. This thing helps immensely when you have a Chansey! Outside of battle, heal up your others, and inside of battle, heal the Chansey! It's unstoppable!
TM42 - Dream Eater. Hell yeah, use Hypnosis and this thing works wonders. This is the #1 reason to have a ghost.
TM43 - Sky Attack. Another charge move. Good, but the TM is hard to pick up and only Moltres knows it manually. Give it to something good.
TM44 - Rest. This works good on Pokémon with great defense. I strongly suggest giving it to Cloyster or Golem.
TM45 - Thunder Wave. GET RID OF IT.
TM46 - Psywave. Does HALF of what Seismic Toss can do. Sell it.
TM47 - Explosion. A better version of Self-Destruct that is still lousy. Get rid of it.
TM48 - Rock Slide. Nobody knows this move, so give it to something you'll use a lot. Golem and Machamp do well with it.
TM49 - Tri Attack. Most Pokémon who can use the move already have it. But giving it to Dodrio helps him out some.
TM50 - Substitute. If you spent all the time to get this move, then good job. This is the ONE defense move worth having. Taking no damage is what everyone loves.
Hms
HM01- Cut
HM02- Fly
HM03- Surf
HM04- Strength
HM05- Flash
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