Post by Shikimori on Jun 15, 2007 0:13:53 GMT -5
TM 01:
Mega Punch - Mega Punch does damage.
Power: 80
Accuracy: 85
TM 02:
Razor Wind - Razor Wind does nothing on the turn it is selected, other than say that the user created a whirlwind. On the following turn, Razor Wind will do damage, PP will be deducted from it, and it will count as the last move used. Once Razor Wind is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 80
Accuracy: 100
TM 03:
Swords Dance - Swords Dance increases the user's attack by 2 levels.
Power: -
Accuracy: -
TM 04: Whirlwind - Whirlwind can be used to immediately end wild Pokémon battles. This move also causes the opponent to switch pokemon during a battle.
Power: -
Accuracy: 100
TM 05: Mega Kick - Mega Kick does damage.
Power: 120
Accuracy: 75
TM 06: Toxic - Toxic is a mostly accurate Poison-type move that may heavily Poison the opponent.
Power: -
Accuracy: 85
TM 07: Horn Drill - Horn Drill is a very inaccurate Normal-type one-hit KO move.
Power: One-hit KO
Accuracy: 30
TM 08: Body Slam - The Pokémon falls on top of the opponent and hits it with its belly. May cause paralysis.
Power: 85
Accuracy: 100
TM 09: Take Down -Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 90
Accuracy: 85
TM 10: Double-edge - Double-Edge does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 120
Accuracy: 100
TM 11: Bubblebeam – Bubblebeam is a Water-type shoots a stream of powerful bubbles at the opponent, which may cut the speed of the opponent.
Power: 65
Accuracy: 100
TM 12: Water Gun - Water Gun does damage by shooting a jet was water at the opponent.
Power: 40
Accuracy: 100
TM 13: Ice-beam - Ice Beam is a very damaging Ice-type move that may freeze the opponent.
Power: 95
Accuracy: 100
TM 14: Blizzard - Blizzard is a mostly accurate and very highly-damaging Ice-type move that sometimes freezes the opponent.
Power: 120
Accuracy: 70
TM 15: Hyper-beam - Hyper Beam is a slightly inaccurate and very highly-damaging Normal-type move. It is often represented falsely as the most powerful move ever.
Power: 150
Accuracy: 90
TM 16: Pay Day - Pay Day does damage, and each use scatters coins on the ground with a value equal to twice the user's level. In-game, the coins scattered by Pay Day are picked up if you win the battle.
Power: 40
Accuracy: 100
TM 17: Submission - Submission does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 80
Accuracy: 80
TM 18: Counter - If the last amount of damage done before the use of Counter is greater than 0 and was dealt by a normal or fighting attack, Counter will do twice as much damage to the opponent. Although Counter deals fighting damage, its type does not alter the amount of damage it inflicts.
Power: Varies
Accuracy: 100
TM 19: Seismic Toss - Seismic Toss does damage equal to the user's level. Although Seismic Toss deals fighting damage, its type does not alter the amount of damage it inflicts.
Power: Varies
Accuracy: 100
TM 20: Rage - Rage does damage. After Rage is used, it will not be possible to do anything other than let the user use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (even if Disable misses or fails), its attack level will increase by 1.
Power: 20
Accuracy: 100
TM 21: Mega Drain - Mega Drain does damage, and up to 50% of the damage done to the opponent is restored to the user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
Power: 40
Accuracy: 100
TM 22: Solarbeam - SolarBeam does nothing on the turn it is selected, other than say that the user took in sunlight. On the following turn, SolarBeam will do damage, PP will be deducted from it, and it will count as the last move used. Once SolarBeam is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 120
Accuracy: 100
TM 23: Dragon Rage - Unless it misses, Dragon Rage will always do 40 points of dragon damage to the opponent. Its type will not alter the amount of damage it inflicts.
Power: 40 points
Accuracy: 100
TM 24: Thunderbolt - Thunderbolt does damage and has a 9.8% chance of paralyzing the opponent. Thunderbolt can't paralyze an opponent that has a substitute or already has a major status ailment.
Power: 95
Accuracy: 100
TM 25: Thunder - Thunder does damage and has a 9.8% chance of paralyzing the opponent. Thunder can't paralyze an opponent that has a substitute or already has a major status ailment.
Power: 120
Accuracy: 70
TM 26: Earthquake - A powerful quake, but has no effect on flying foes. Hits everyone on the field and under the field, excluding the user.
Power: 100
Accuracy: 100
TM 27: Fissure - Fissure does damage equal to the opponent's current HP. Fissure will break a substitute on contact, and can be countered for infinite damage on the turn it breaks a substitute. Fissure will not affect an opponent whose current speed is greater than the user's current speed.
Power: One-hit KO
Accuracy: 30
TM 28: Dig - On the turn that Dig is selected, the user will dig underground, where the only attacks it can't avoid are Bide, Swift, and Transform. On the following turn, Dig will do damage, PP will be deducted from it, and it will count as the last move used.
Power: 80
Accuracy: 100
TM 29: Psychic - Psychic does damage and has a chance of lowering the opponent's Special by 1 level. Psychic will not be able to lower the opponent's Special if it has a stat level of -6 or a value of 1, or if the opponent has a substitute.
Power: 90
Accuracy: 100
TM 30: Teleport - Teleport can be used to run away from wild Pokémon battles. In trainer battles, Teleport will allow the Pokémon to teleport about the field.
Power: -
Accuracy: -
TM 31: Mimic - Mimic randomly copies one of the opponent's current attacks and its maximum PP. The user will retain the copied attack until it faints or is switched out, or the battle ends. There are no restrictions on what Mimic can copy (though in practice, Mimic can't copy Struggle because it is not a normally selectable move).
Power: -
Accuracy: -
TM 32: Double Team - Double Team increases the user's evasion by 1 level. Double Team will do nothing if the user's evasion has reached a level of +6.
Power: -
Accuracy: -
TM 33: Reflect - An invisible wall is put in front of the Pokémon, an almost indestructible defense move that when it's surpassed its breaks in little pieces like a glass breaking. It cuts an attack damage in half, the move also lasts several turns even if the Pokémon is changed.
Power: -
Accuracy: -
TM 34: Bide - After Bide is selected, the user will be unable to select a move for an idling period of 2-3 turns (chosen randomly), though it will still be able to switch out during this time. Afterwards, Bide will do damage equal to twice the damage received during the idling period.
Power: Varies
Accuracy: -
TM 35: Metronome - Not allowed on the site.
TM 36: Selfdestruct - Selfdestruct does damage, and causes the user to faint.
Power: 200
Accuracy: 100
TM 37: Egg Bomb - Egg Bomb does damage by launching exploding eggs at the opponent.
Power: 100
Accuracy: 75
TM 38: Fire Blast - Fire Blast is a powerful Fire-type move that does damage and has a chance of burning the opponent.
Power: 120
Accuracy: 85
TM 39: Swift - Swift is a fairly weak attack. It is unaffected by accuracy and evasion modifiers, and can hit Pokémon during the semi-invulnerable turn of Dig and Fly.
Power: 60
Accuracy: -
TM 40: Skull Bash - Skull Bash does nothing on the turn it is selected, other than say that the user lowered its head and it's defense is raised a bit. On the following turn, Skull Bash will do damage, PP will be deducted from it, and it will count as the last move used. Once Skull Bash is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 100
Accuracy: 100
TM 41: Softboiled - Softboiled restores up to 50% of the user's current HP.
Power: -
Accuracy: -
TM 42: Dream Eater - Dream Eater does damage, but only if the opponent is asleep. Up to 50% of the damage done to the opponent is restored to the user.
Power: 100
Accuracy: 100
TM 43: Sky Attack - Sky Attack does nothing on the turn it is selected, other than say that the user is glowing. On the following turn, Sky Attack will do damage, PP will be deducted from it, and it will count as the last move used.
Power: 140
Accuracy: 90
TM 44: Rest - Rest restores all of the user's current HP, and makes the user fall asleep. The user will be asleep for one post, wake up on the next post, and then be able to attack after that. The sleep countdown of Rest is not reset by switching.
Power: -
Accuracy: -
TM 45: Thunder Wave - Thunder Wave paralyzes the opponent. Thunder Wave can't affect an opponent that already has a major status ailment, and will not work against ground types.
Power: -
Accuracy: 100
TM 46: Psywave - Psywave causes a random amount of damage. The minimum damage it can do is 1, and the maximum damage it can do is less than 1.5 times the user's level.
Power: Varies
Accuracy: 80
TM 47: Explosion - Explosion does damage, and causes the user to faint.
Power: 250
Accuracy: 100
TM 48: Rock Slide - Rock Slide does damage by sending a wave of rock and stone at the opponent.
Power: 75
Accuracy: 90
TM 49: Tri Attack - Tri Attack does damage and has a chance of either paralyze, freeze or burn the opponent.
Power: 80
Accuracy: 100
TM 50: Substitute - Using 25% of the user's maximum HP, the user creates a substitute with about the same HP as the amount lost.
Power: -
Accuracy: -
Mega Punch - Mega Punch does damage.
Power: 80
Accuracy: 85
TM 02:
Razor Wind - Razor Wind does nothing on the turn it is selected, other than say that the user created a whirlwind. On the following turn, Razor Wind will do damage, PP will be deducted from it, and it will count as the last move used. Once Razor Wind is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 80
Accuracy: 100
TM 03:
Swords Dance - Swords Dance increases the user's attack by 2 levels.
Power: -
Accuracy: -
TM 04: Whirlwind - Whirlwind can be used to immediately end wild Pokémon battles. This move also causes the opponent to switch pokemon during a battle.
Power: -
Accuracy: 100
TM 05: Mega Kick - Mega Kick does damage.
Power: 120
Accuracy: 75
TM 06: Toxic - Toxic is a mostly accurate Poison-type move that may heavily Poison the opponent.
Power: -
Accuracy: 85
TM 07: Horn Drill - Horn Drill is a very inaccurate Normal-type one-hit KO move.
Power: One-hit KO
Accuracy: 30
TM 08: Body Slam - The Pokémon falls on top of the opponent and hits it with its belly. May cause paralysis.
Power: 85
Accuracy: 100
TM 09: Take Down -Take Down does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 90
Accuracy: 85
TM 10: Double-edge - Double-Edge does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 120
Accuracy: 100
TM 11: Bubblebeam – Bubblebeam is a Water-type shoots a stream of powerful bubbles at the opponent, which may cut the speed of the opponent.
Power: 65
Accuracy: 100
TM 12: Water Gun - Water Gun does damage by shooting a jet was water at the opponent.
Power: 40
Accuracy: 100
TM 13: Ice-beam - Ice Beam is a very damaging Ice-type move that may freeze the opponent.
Power: 95
Accuracy: 100
TM 14: Blizzard - Blizzard is a mostly accurate and very highly-damaging Ice-type move that sometimes freezes the opponent.
Power: 120
Accuracy: 70
TM 15: Hyper-beam - Hyper Beam is a slightly inaccurate and very highly-damaging Normal-type move. It is often represented falsely as the most powerful move ever.
Power: 150
Accuracy: 90
TM 16: Pay Day - Pay Day does damage, and each use scatters coins on the ground with a value equal to twice the user's level. In-game, the coins scattered by Pay Day are picked up if you win the battle.
Power: 40
Accuracy: 100
TM 17: Submission - Submission does damage, and the user receives recoil damage equal to 25% of the damage done to the opponent.
Power: 80
Accuracy: 80
TM 18: Counter - If the last amount of damage done before the use of Counter is greater than 0 and was dealt by a normal or fighting attack, Counter will do twice as much damage to the opponent. Although Counter deals fighting damage, its type does not alter the amount of damage it inflicts.
Power: Varies
Accuracy: 100
TM 19: Seismic Toss - Seismic Toss does damage equal to the user's level. Although Seismic Toss deals fighting damage, its type does not alter the amount of damage it inflicts.
Power: Varies
Accuracy: 100
TM 20: Rage - Rage does damage. After Rage is used, it will not be possible to do anything other than let the user use Rage, and it will not stop using Rage until it faints or the battle ends. Every time the user is damaged by an attack or is targeted by Disable (even if Disable misses or fails), its attack level will increase by 1.
Power: 20
Accuracy: 100
TM 21: Mega Drain - Mega Drain does damage, and up to 50% of the damage done to the opponent is restored to the user. However, if this attack does 1 point of damage, 1 HP will be restored to the user.
Power: 40
Accuracy: 100
TM 22: Solarbeam - SolarBeam does nothing on the turn it is selected, other than say that the user took in sunlight. On the following turn, SolarBeam will do damage, PP will be deducted from it, and it will count as the last move used. Once SolarBeam is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 120
Accuracy: 100
TM 23: Dragon Rage - Unless it misses, Dragon Rage will always do 40 points of dragon damage to the opponent. Its type will not alter the amount of damage it inflicts.
Power: 40 points
Accuracy: 100
TM 24: Thunderbolt - Thunderbolt does damage and has a 9.8% chance of paralyzing the opponent. Thunderbolt can't paralyze an opponent that has a substitute or already has a major status ailment.
Power: 95
Accuracy: 100
TM 25: Thunder - Thunder does damage and has a 9.8% chance of paralyzing the opponent. Thunder can't paralyze an opponent that has a substitute or already has a major status ailment.
Power: 120
Accuracy: 70
TM 26: Earthquake - A powerful quake, but has no effect on flying foes. Hits everyone on the field and under the field, excluding the user.
Power: 100
Accuracy: 100
TM 27: Fissure - Fissure does damage equal to the opponent's current HP. Fissure will break a substitute on contact, and can be countered for infinite damage on the turn it breaks a substitute. Fissure will not affect an opponent whose current speed is greater than the user's current speed.
Power: One-hit KO
Accuracy: 30
TM 28: Dig - On the turn that Dig is selected, the user will dig underground, where the only attacks it can't avoid are Bide, Swift, and Transform. On the following turn, Dig will do damage, PP will be deducted from it, and it will count as the last move used.
Power: 80
Accuracy: 100
TM 29: Psychic - Psychic does damage and has a chance of lowering the opponent's Special by 1 level. Psychic will not be able to lower the opponent's Special if it has a stat level of -6 or a value of 1, or if the opponent has a substitute.
Power: 90
Accuracy: 100
TM 30: Teleport - Teleport can be used to run away from wild Pokémon battles. In trainer battles, Teleport will allow the Pokémon to teleport about the field.
Power: -
Accuracy: -
TM 31: Mimic - Mimic randomly copies one of the opponent's current attacks and its maximum PP. The user will retain the copied attack until it faints or is switched out, or the battle ends. There are no restrictions on what Mimic can copy (though in practice, Mimic can't copy Struggle because it is not a normally selectable move).
Power: -
Accuracy: -
TM 32: Double Team - Double Team increases the user's evasion by 1 level. Double Team will do nothing if the user's evasion has reached a level of +6.
Power: -
Accuracy: -
TM 33: Reflect - An invisible wall is put in front of the Pokémon, an almost indestructible defense move that when it's surpassed its breaks in little pieces like a glass breaking. It cuts an attack damage in half, the move also lasts several turns even if the Pokémon is changed.
Power: -
Accuracy: -
TM 34: Bide - After Bide is selected, the user will be unable to select a move for an idling period of 2-3 turns (chosen randomly), though it will still be able to switch out during this time. Afterwards, Bide will do damage equal to twice the damage received during the idling period.
Power: Varies
Accuracy: -
TM 35: Metronome - Not allowed on the site.
TM 36: Selfdestruct - Selfdestruct does damage, and causes the user to faint.
Power: 200
Accuracy: 100
TM 37: Egg Bomb - Egg Bomb does damage by launching exploding eggs at the opponent.
Power: 100
Accuracy: 75
TM 38: Fire Blast - Fire Blast is a powerful Fire-type move that does damage and has a chance of burning the opponent.
Power: 120
Accuracy: 85
TM 39: Swift - Swift is a fairly weak attack. It is unaffected by accuracy and evasion modifiers, and can hit Pokémon during the semi-invulnerable turn of Dig and Fly.
Power: 60
Accuracy: -
TM 40: Skull Bash - Skull Bash does nothing on the turn it is selected, other than say that the user lowered its head and it's defense is raised a bit. On the following turn, Skull Bash will do damage, PP will be deducted from it, and it will count as the last move used. Once Skull Bash is selected, the user won't be able to switch out until it is disrupted or fully executed.
Power: 100
Accuracy: 100
TM 41: Softboiled - Softboiled restores up to 50% of the user's current HP.
Power: -
Accuracy: -
TM 42: Dream Eater - Dream Eater does damage, but only if the opponent is asleep. Up to 50% of the damage done to the opponent is restored to the user.
Power: 100
Accuracy: 100
TM 43: Sky Attack - Sky Attack does nothing on the turn it is selected, other than say that the user is glowing. On the following turn, Sky Attack will do damage, PP will be deducted from it, and it will count as the last move used.
Power: 140
Accuracy: 90
TM 44: Rest - Rest restores all of the user's current HP, and makes the user fall asleep. The user will be asleep for one post, wake up on the next post, and then be able to attack after that. The sleep countdown of Rest is not reset by switching.
Power: -
Accuracy: -
TM 45: Thunder Wave - Thunder Wave paralyzes the opponent. Thunder Wave can't affect an opponent that already has a major status ailment, and will not work against ground types.
Power: -
Accuracy: 100
TM 46: Psywave - Psywave causes a random amount of damage. The minimum damage it can do is 1, and the maximum damage it can do is less than 1.5 times the user's level.
Power: Varies
Accuracy: 80
TM 47: Explosion - Explosion does damage, and causes the user to faint.
Power: 250
Accuracy: 100
TM 48: Rock Slide - Rock Slide does damage by sending a wave of rock and stone at the opponent.
Power: 75
Accuracy: 90
TM 49: Tri Attack - Tri Attack does damage and has a chance of either paralyze, freeze or burn the opponent.
Power: 80
Accuracy: 100
TM 50: Substitute - Using 25% of the user's maximum HP, the user creates a substitute with about the same HP as the amount lost.
Power: -
Accuracy: -