Location (In-Depth Details)
|
Game
|
Location
|
Ruby |
Granite Cave Floor 1 & Basements 1 & 2
|
Sapphire
|
Granite Cave Floor 1 & Basements 1 & 2
|
Emerald
|
Route 116 & Granite Cave Floor 1 & Basements 1 & 2
|
FireRed
|
Routes 24 & 25
|
LeafGreen
|
Routes 24 & 25
|
Colosseum
|
Trade from Ruby/Sapphire/EmeraldFireRed/LeafGreen
|
XD
|
Trade from Ruby/Sapphire/Emerald/FireRed/LeafGreen
|
Diamond
|
Routes 203 & 215
|
Details
|
Pearl
|
Routes 203 & 215
|
Details
|
Platinum
|
Route 203, Route 215
|
Details
|
HeartGold
|
Route 5, Route 6, Route 8, Route 24, Route 25, Route 34, Route 35 Safari Zone
|
Details
|
SoulSilver
|
Route 5, Route 6, Route 8, Route 24, Route 25, Route 34, Route 35 Safari Zone
|
Details
|
PokéWalker
|
Town Outskirts
|
Details
|
Trainer Locations | |
Details |
TM & HM Attacks |
|
TM01 |
Focus Punch |
|
|
150 |
100 |
20 |
-- |
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
TM04 |
Calm Mind |
|
|
-- |
-- |
20 |
-- |
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM06 |
Toxic |
|
|
-- |
85 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
|
|
?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM11 |
Sunny Day |
|
|
-- |
-- |
5 |
-- |
The user intensifies the sun for five turns, powering up Fire-type moves. |
TM12 |
Taunt |
|
|
-- |
100 |
20 |
-- |
The foe is taunted into a rage that allows it to use only attack moves for two to four turns. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water- type moves. |
TM20 |
Safeguard |
|
|
-- |
-- |
25 |
-- |
The user creates a protective field that prevents status problems for five turns. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM23 |
Iron Tail |
|
|
100 |
75 |
15 |
30 |
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM29 |
Psychic |
|
|
90 |
100 |
10 |
10 |
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat. |
TM30 |
Shadow Ball |
|
|
80 |
100 |
15 |
20 |
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM33 |
Reflect |
|
|
-- |
-- |
20 |
-- |
A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
TM34 |
Shock Wave |
|
|
60 |
-- |
20 |
-- |
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded. |
TM41 |
Torment |
|
|
-- |
100 |
15 |
-- |
The user torments and enrages the foe, making it incapable of using the same move twice in a row. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
TM43 |
Secret Power |
|
|
70 |
100 |
20 |
30 |
The user attacks with a secret power. Its added effects vary depending on the user's environment. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
TM46 |
Thief |
|
|
40 |
100 |
10 |
-- |
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item. |
TM48 |
Skill Swap |
|
|
-- |
-- |
10 |
-- |
The user employs its psychic power to exchange abilities with the foe. |
TM49 |
Snatch |
|
|
-- |
-- |
10 |
-- |
The user steals the effects of any healing or stat- changing move the foe attempts to use. |
TM53 |
Energy Ball |
|
|
80 |
100 |
10 |
10 |
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def. |
TM56 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the foe to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
|
|
50 |
90 |
10 |
70 |
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat. |
TM58 |
Endure |
|
|
-- |
-- |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
TM60 |
Drain Punch |
|
|
60 |
100 |
5 |
-- |
An energy-draining punch. The user's HP is restored by half the damage taken by the target. |
TM63 |
Embargo |
|
|
-- |
100 |
15 |
-- |
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it. |
TM67 |
Recycle |
|
|
-- |
-- |
10 |
-- |
The user recycles a held item that has been used in battle so it can be used again. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves. |
TM73 |
Thunder Wave |
|
|
-- |
100 |
20 |
-- |
A weak electric charge is launched at the foe. It causes paralysis if it hits. |
TM77 |
Psych Up |
|
|
-- |
-- |
10 |
-- |
The user hypnotizes itself into copying any stat change made by the foe. |
TM78 |
Captivate |
|
|
-- |
100 |
20 |
-- |
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
TM82 |
Sleep Talk |
|
|
-- |
-- |
10 |
-- |
While it is asleep, the user randomly uses one of the moves it knows. |
TM83 |
Natural Gift |
|
|
?? |
100 |
15 |
-- |
The user draws power to attack by using its held Berry. The Berry determines its type and power. |
TM85 |
Dream Eater |
|
|
100 |
100 |
15 |
-- |
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP. |
TM86 |
Grass Knot |
|
|
?? |
100 |
20 |
-- |
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage. |
TM87 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat. |
TM90 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
TM92 |
Trick Room |
|
|
-- |
-- |
5 |
-- |
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |