Gen I — TM (Technical Machine) List

Gen I — TM (Technical Machine) List


TM List (Red / Green / Blue / Yellow)
Move Type / TM Power Accuracy PP Effect
Mega Punch Normal — TM01 80 85% 20 Deals damage.
Razor Wind Normal — TM02 80 75% 10 Two-turn move: charges on turn 1, strikes on turn 2.
Swords Dance Normal — TM03 100% 30 Sharply raises the user’s Attack (2 stages).
Whirlwind Normal — TM04 85% 20 Ends wild battles; ineffective in Trainer battles in Gen I.
Mega Kick Normal — TM05 120 75% 5 Deals damage.
Toxic Poison — TM06 85% 10 Badly poisons the target (damage increases each turn).
Horn Drill Normal — TM07 30% 5 One-hit KO if it hits.
Body Slam Normal — TM08 85 100% 15 Deals damage; 30% chance to paralyze.
Take Down Normal — TM09 90 85% 20 Deals damage; user takes recoil equal to 1/4 of damage dealt.
Double-Edge Normal — TM10 100 100% 15 Deals damage; user takes recoil (1/4 of damage dealt).
Bubble Beam Water — TM11 65 100% 20 Deals damage; 30% chance to lower Speed.
Water Gun Water — TM12 40 100% 25 Deals damage.
Ice Beam Ice — TM13 95 100% 10 Deals damage; 10% chance to freeze.
Blizzard Ice — TM14 120 90% 5 Deals damage; 30% chance to freeze.
Hyper Beam Normal — TM15 150 90% 5 Massive damage; user must recharge next turn.
Pay Day Normal — TM16 40 100% 20 Deals damage; earns money equal to 2 × user’s level per use.
Submission Fighting — TM17 80 80% 25 Deals damage; user takes recoil (1/4 of damage dealt).
Counter Fighting — TM18 100% 20 Returns double the damage of the foe’s last physical hit.
Seismic Toss Fighting — TM19 100% 20 Deals damage equal to the user’s level.
Rage Normal — TM20 20 100% 20 Locks the user into Rage; Attack rises when hit.
Mega Drain Grass — TM21 40 100% 10 Drains HP equal to half the damage dealt.
SolarBeam Grass — TM22 120 100% 10 Two-turn move: charges on turn 1, attacks on turn 2.
Dragon Rage Dragon — TM23 100% 10 Always deals 40 HP of damage.
Thunderbolt Electric — TM24 95 100% 15 Deals damage; 10% chance to paralyze.
Thunder Electric — TM25 120 70% 10 Deals damage; 10% chance to paralyze.
Earthquake Ground — TM26 100 100% 10 Deals damage; does not affect Flying-type targets.
Fissure Ground — TM27 30% 5 One-hit KO if it hits; does not affect Flying-type targets.
Dig Ground — TM28 100 100% 10 Two-turn move: burrow on turn 1, strike on turn 2.
Psychic Psychic — TM29 90 100% 10 Deals damage; ~30% chance to lower Special.
Teleport Psychic — TM30 100% 20 Escapes wild battles; on field, returns to the last Pokémon Center.
Mimic Normal — TM31 100% 10 Copies one of the target’s moves for the duration of the battle.
Double Team Normal — TM32 100% 15 Raises the user’s evasion.
Reflect Psychic — TM33 100% 20 Halves damage from physical attacks to your side.
Bide Normal — TM34 100% 10 Endures 2–3 turns, then returns double the damage taken.
Metronome Normal — TM35 100% 10 Uses a random move.
Self-Destruct Normal — TM36 130 100% 5 Deals heavy damage; the user faints.
Egg Bomb Normal — TM37 100 75% 10 Deals damage.
Fire Blast Fire — TM38 120 85% 5 Deals damage; 30% chance to burn.
Swift Normal — TM39 60 100% 20 Never misses.
Skull Bash Normal — TM40 100 100% 15 Two-turn move: withdraw head on turn 1, strike on turn 2.
Soft-Boiled Normal — TM41 100% 10 Restores 50% of the user’s max HP.
Dream Eater Psychic — TM42 100 100% 15 Drains HP from a sleeping target.
Sky Attack Flying — TM43 140 90% 5 Two-turn move: charges on turn 1, attacks on turn 2.
Rest Psychic — TM44 100% 10 Fully heals HP and status; user sleeps for 2 turns.
Thunder Wave Electric — TM45 100% 20 Paralyzes the target.
Psywave Psychic — TM46 80% 15 Deals random damage between 1 and 1.5× the user’s level.
Explosion Normal — TM47 170 100% 5 Enormous damage; the user faints.
Rock Slide Rock — TM48 75 90% 10 Deals damage.
Tri Attack Normal — TM49 80 100% 10 No additional effect in Gen I.
Substitute Normal — TM50 100% 10 Creates a decoy using 1/4 of the user’s max HP.

Leave a Reply

Your email address will not be published. Required fields are marked *