| 6.4 -TM and HM Descriptions This will deal with the various TMs and HMs in Crystal. Where they are, what they teach, even good Pokemon to use them on. TMs are rated out of 5 stars. TM 01- Dynamicpunch (Fighting) 100 Power, 50% Accuracy, 5 PP, Confuses on contact Location: Beat Chuck in Cianwood Island Description: Oh boy. This one sucks. It's only really effective on Pokemon that can learn next-move-hits moves, and the only ones that use this well (Poliwrath and the Hitmon Pokemon) have better things to do with their time. Rating: * TM 02- Headbutt (Normal) 70 Power, 100% Accuracy, 15 PP, flinches (30%) and knocks Pokemon from trees Location: Ilex Forest, available in Goldenrod Dept. Store afterwards Description: You'll need this to get a full Pokedex, and it's a decent mid to late-game move. Not as powerful as Double-Edge/Body Slam/Return. Rating: *** TM 03- Curse (element unknown) 10 PP, curses opposing Pokemon if used by Ghost, raises user's Attack and Defense while cutting Speed otherwise Location: Back entrance of Celadon Mansion at night Description: Ghosts need a trapping move to work this move (good thing both Ghosts learn one). However, the fact that it takes 1/2 of their HP is a turn-off. Otherwise, you can use this on slow Normals such as Snorlax and Ursaring to make them tanks. Rating: ** if a Ghost, ***** if anything else. TM 04- Rollout (Rock) 30 Power, 90% Accuracy, 20 PP, lasts 5 rounds with damage doubled every round (barring a miss) Location: Route 35 Description: I've gotten a lot of experience with Rollout thanks to Pokemon Stadium 2's Challenge Cup, and I can tell you one thing: It sucks. Sure,it's powerful if it gets set up, but the Fighting-type's gonna cut you off before it gets momentum. Rating: ** TM 05- Roar (Normal) 100% Accuracy, 20 PP, causes Wild Pokemon to run, forces trainer to switch, user always goes 2nd Location: Route 32 (need Cut) Descrpition: A good move to stop Pokemon who are using Curse, Amnesia, Barrier, the like. However, if they're using Double Team, you'll be better off with Haze. Rating: **** TM 06- Toxic (Poison) 85% Accuracy, 10 PP, badly Poisons opponent (poison damage doubled every round unless opponent switches) Location: Beat Janine in Fuschia Gym. Description: One of the old RBY TMs, and it's pretty good with Pokemon like Umbreon and Ariados running around. If not, all it does is force switches and use up Miracle Berries. Rating: *** TM 07- Zap Cannon (Electric) 100 Power, 50% Accuracy, 5 PP, Paralyzes on contact Location: Return the Machine Part to the Power Plant Description: This might actually be more useless than Dynamicpunch. At least no one learns Dynamicpunch naturally. Porygon and Magneton, who might be candidates for the move because of Lock-On, learn this move naturally. Sell this sucker as soon as you get it. Rating: 1/2 * TM 08- Rock Smash (Fighting) 20 Power, 100% Accuracy, 15 PP, lowers opponent's Defense in battle, breaks rocks in the field Location: Route 36, get rid of Sudowoodo and talk to the portly man Descrpition: Oh god... This shouldn't be a move on a serious team unless you're taking a dare or are using a False Swipe/Rock Smash combo. And since the Burned Tower's been redesigned for Crystal, all the Smashing does now is get you Moon Stones. Rating: * TM 09- Psych Up (Normal) 10 PP, steals any status boosters used on your opponent Location: Import Abra from Red/Blue/Yellow Description: Psych Up's coolness depends on where you're playing. If you're in the stat-upper heavy metagame that reigns in my area, for example, this move's a lifesaver. Otherwise, it's rather pointless. Rating: **** TM 10- Hidden Power (Normal) 31-70 Power, 100% Accuracy, 15 PP, damage and element depends on the Pokemon Location: Lake of Rage, Celadon Dept. Store Description: It's possible to figure this move out (see the FAQ section), and if you get the luck of the draw on your side, then you're dancing. Use this to counter your Pokemon's weaknesses. Rating: ***** TM 11- Sunny Day (Fire) 5 PP, increases Fire damage for 5 turns Location: 3rd floor of Goldenrod Radio Tower (beat the leaders), Celadon Dept. Store Descrition: My first Crystal-influenced team used this move extensively. It helps a lot of moves, including all moves Fire, Solarbeam, and the time-dependent healing moves. Clefable loves this move, as do I. Rating:**** TM 12- Sweet Scent (Normal) 100% Accuracy, 20 PP, lowers victim's Evade/lures Wild Pokemon Location: Tollbooth leading to Route 34 Description: A good move for those who like OHKO moves, Zap Cannon, or Blizzard. It lowers the Evade of the victim, making everything accurate. Can be quite cheap at times, so if you're getting this a lot, switch around it. Rating: **** TM 13- Snore (Normal) 40 Power, 100% accuracy, 15 PP, 29.6% flinch rate, only works if user is Asleep Location: Route 39 (feed 7 Berries to Milktank), Dark Cave Description: It's actually possible to get a 39.6% flinch rate with this move if you give the user a King's Rock. It doesn't do that much damage, but it will make the opponent think twice about Sporing you again. Rating:*** TM 14- Blizzard (Ice) 120 Power, 70% Accuracy, 5 PP, freezes (10%) Location: Goldenrod Game Corner Description: How the mighty have fallen... I had three Blizzards on a RBY tournament team (Jynx, Starmie, Tauros), but I avoid this move like the plague now. Why? 69.6% accuracy frightens me. Consider this damaged goods. Rating: ** TM 15- Hyper Beam (Normal) 150 Power, 90 Accuracy, 5 PP, user does nothing next turn Location: Celadon Game Corner Description: Probably the most useless move in Pokemon, unless you need its power to end a fight 1-0 in your favor. It's an unusual two-turn move, in that all the damage is done on Turn 1. Body Slam/Return/Double-Edge will do more over two turns, so stick with them. Rating: * TM 16- Icy Wind (Ice) 55 Power, 95% Accuracy, 15 PP, lowers opponent's Speed Location: Beat Pryce at Mahogany Gym Descrpition: If you want to lower someone's Speed, try paralyzing them. At least that's "permanent". Icy Wind doesn't really do enough damage considering where in the game you get it. Rating: *** TM 17- Protect (Normal) 10 PP, prevents all damage for one round, accuracy decreases with use Location: Celadon Dept. Store Descprition: If you use this correctly, it can be absolutely infuriating. Try it with a Mean Look/Perish Song combo. Be careful, tho, as it can fail on you if you overuse it. Rating: *** TM 18- Rain Dance (Water) 5 PP, raises Water damage Location: Slowpoke Well (need Strength and Surf), Celadon Dept. Store Descrpition: Sunny Day's evil twin. For some reason, its popularity among Water types is down... probably because that little side effect called "Swift-accurate Thunder" is a deterrent. Also hinders Grass-types: Solarbeam's power drops to 60. Ouch. Rating: **** TM 19- Giga Drain (Grass) 60 Power, 100% Accuracy, 5 PP, 1/2 of the damage is given to the user Location: Beat Erika at Celadon Gym Description: Does Grass base 60 to the opponent, then the result is divided by 2 and you get that # of HP back. It's got a PP problem, tho, so make sure you pick your spots with it (don't use it on Moltres, but try to whack a Quagsire with it, for example). Rating: *** TM 20- Endure (Normal) 10 PP, prevents fainting, accuracy decreases with use Location: Burned Tower (need Strength) Description: This move is great for drawing out matches or setting up Reversal or Flail. (If your current health is -4% of maximum, the base for those moves is 200: Selfdestruct strength!) Does have the potential to miss with overuse, however. Rating: *** TM 21- Frustration (Normal) 100% Accuracy, 20 PP, damage increases if Pokemon is unhappy Location: 5th floor of Goldenrod Dept. Store on Sunday, either this or Return (can be gotten every Sunday) Description: Oh, this is evil. If your Pokemon detests you, you've got a 102 power Normal move with 20 PP. So much for wars of attrition... I find that Return is easier to get to 102 base, but that's because I'm such a nice guy :<:) Rating: ***** TM 22- Solarbeam (Grass) 120 Power, 100% Accuracy, 10 PP, 2nd turn move (1 turn if sunny, 60 power if raining) Location: Route 26 Description: I'd like to smack the person who thought that Fire Pokemon should learn this move. When that happened (along with Hidden Power), the entire type chart went out the window. Those three Fire Pokemon (Houndoom,Entei, and Ho-oh) didn't need much help to begin with. Rating: ***** TM 23- Iron Tail (Steel) 100 Power, 75% Accuracy, 15 PP, lowers opponent's Defense (30%) Location: Beat Jasmine at Olivine Gym Description: This move could've been so nice... but tragically, it's got 3/4 accuracy. It'll hit hard if it connects, but do not make this your only attack that isn't suicide. Rating: ** TM 24- Dragonbreath (Dragon) 60 Power, 100% Accuracy, 20 PP, paralyzes (30%) Location: Beat Clair at Blackthorne Gym Description: You'd see more of Kingdra if this was even 20 points better in the power department. The best of the three new Dragon moves, and since Dragon only has one resistance (Steel, which resists everything anyway), it's rather dependable damage. Rating: **** TM 25- Thunder (Electric) 120 Power, 70% Accuracy, 10 PP, paralyzes (10%) Location: Goldenrod Game Corner Description: What would you rather do: Use Rain Dance and then Thunder, or Thunderbolt twice? Personally, I'd rather use Thunderbolt on the Water Pokemon, simply because the Water moves become powered up. Thunder becomes Swift-accurate when Rain Dance is in effect, so get those Surfing Raichus out! Rating: *** TM 26- Earthquake (Ground) 100 Power, 100% Accuracy, 10 PP Location: 2nd floor of Victory Road Description: This sucker hurts. It'll do a load of damage to just about anything that isn't Flying, Bug, or Grass. Have plenty of this move on your team. It'll also hit Digging Pokemon. Rating: ***** TM 27- Return (Normal) 100% Accuracy, 20 PP, damage increases if the Pokemon is happy Location: 5th floor of Goldenrod Dept. Store on Sunday (either this or Frustration) (can be gotten every Sunday) Descripion: Exact same MO as Frustration, except it's more powerful if they love you. And if you're L100, your happiness should be through the roof. If you need power and don't want recoil, get this move. Rating: ***** TM 28- Dig (Ground) 60 Power, 100% Accuracy, 10 PP, user digs Turn 1, attacks turn 2 Location: National Park Description: Boy, did this move have the screws taken to it in Crystal. It's down 40 power from the originals, and now Digging Pokemon take double damage from Earthquake (and are supposedly DOA if Fissure's used). This might work as part of a Toxic/Fire Spin trap on Charizard, but that's about it. Rating: ** TM 29- Psychic (Psychic) 90 Power, 100% Accuracy, 10 PP, lowers opponent's Spec. Defense (10%) Location: Celadon Game Corner Description: This was the most feared move in RBY, because of the Special Attacks of the Pokemon that used it (Mewtwo, Alakazam, Exeggutor). Now, Dark's immune to it and Steel resists it, but that shouldn't stop you from packing a Psychic, simply because Fighting types are everywhere. Rating: **** TM 30- Shadow Ball (Ghost) 80 Power, 100% Accuracy, 15 PP, lowers opponent's Spec. Defense (20%) Location: Beat Morty at Ecruteak Gym Description: A decently-damaging Ghost move? WTF? Still, Ghosts have low Attack (which Ghost runs off), so save this for Pokemon like Flareon and Cursing Wigglytuff. Holds the record for coolest-looking move in Stadium. Rating: **** TM 31- Mud-Slap (Ground) 20 Power, 100% Accuracy, 10 PP, lowers opponent's Accuracy Location: Beat Falkner at Violet Gym Description: Another move that shouldn't be a finisher, this is more of an accuracy dropper than a damager. But what it does, it does well. Often the only time I'll break the "Don't have two STAB moves on the same Pokemon" rule is a Ground-type with Mud-Slap and Earthquake. Rating: **** TM 32- Double Team (Normal) 15 PP, raises user's Evade Location: Celadon Game Corner Description: Double Team works on the belief that if they can't see you, they can't hit you. Just about every Pokemon learns this, but some use it better than others. I keep a Haze Pokemon on my team to counter this, tho a Perish Song Celebi might do that as well... Rating: ***** TM 33- Ice Punch (Ice) 75 Power, 100% Accuracy, 15 PP, freezes (10%) Location: 5th floor of Goldenrod Dept. Store, import Staryu/Goldeen/Krabby/Horsea Description: A mid-game Ice attack, pretty good for those who can't learn Ice Beam. Electabuzz can learn it as well, making it the only Electric capable of standing up to Grounds without Stadium or Hidden Power. Rating:**** TM 34- Swagger (Normal) 90% Accuracy, 10 PP, confuses opponent and doubles their Attack rating Location: Olivine Lighthouse Description: Swagger can either be your friend or your worst nightmare. If the Pokemon doesn't use a lot of physical attacks, nail it with Swagger and hope it smacks itself for big damage. But never, EVER Swagger a Pokemon that uses a lot of physical attacks (such as Marowak). Rating:*** TM 35- Sleep Talk (Normal) 10 PP, uses one of user's moves while they sleep Location: Underground of Goldenrod City Description: A fairly good suprise move. If you go down (either by Rest or sleep move), you can still hit a big move while you're down. Or, if you used Rest, you can heal yourself with Rest while asleep... Rating: ***** TM 36- Sludge Bomb (Poison) 90 Power, 100% Accuracy, 10 PP, poisons opponent (30%) Location: Tollbooth on Route 43 after beating Team Rocket in Mahogany Description: The only types that don't have a move like Sludge Bomb are Grass, Rock, Bug, Dragon, and Steel. You might not like Sludge Bomb's side effect, but it's a good damage dealer. A Muk with Sludge Bomb can 2HKO an Alakazam. Rating: **** TM 37- Sandstorm (Rock) 10 PP, damages both Pokemon unless one is part Ground/Rock/Steel for 5 rounds Location: Route 26, Celadon Dept. Store Description: There's actually a type of team that uses Toxic, Spikes, and this to cause gobs of indirect damage. Sandstorm's greatest feature IMHO, is the fact that it overrides moves like Sunny Day. Rating: **** TM 38- Fire Blast (Fire) 120 Power, 85% Accuracy, 5 PP, burns opponent (10%) Location: Goldenrod Game Corner Description: Unlike Blizzard and Thunder, you can put good money on Fire Blast connecting. Does sweet damage, but has a lot of resistant Pokemon. Still, if you need a powerful Special move to round out the team, you can't do much better than this. Rating: **** TM 39- Swift (Normal) 60 Power, 20 PP, only misses if opponent Digs or Flys Location: Union Cave Description: Unaided, this won't do much damage. However, if you throw a couple of Curses or a Swords Dance behind it, it'll do quaranteed high damage. Great counter to Double Teamers. Rating: **** TM 40- Defense Curl (Normal) 40 PP, raises user's Defense Location: Mt. Mortar Description: The only reason that this is a TM is because the move Rollout has its power doubled by it. Otherwise, it's pretty much pointless. Rating: * TM 41- Thunderpunch (Electric) 75 Power, 100% Accuracy, 15 PP, paralyzes (10%) Location: 5th floor of Goldenrod Dept. Store Description: This move is a good mid-game attach, much like its Ice counterpart. Pretty good as well for Fire types who can learn it (Magmar and Typhlosion). Rating: **** TM 42- Dream Eater (Psychic) 100 Power, 100% Accuracy, 15 PP, only works when opponent is Asleep Location: Viridian City Description: This move's worst enemy is the Mint Berry. Give it to a Pokemon with Mean Look and an accurate Sleep move, and you'll do good damage and get HP back with it. That basically narrows the number of Pokemon that use this well to one: Jynx. Crappy. Rating: *** TM 43- Detect (Fighting) 5 PP, prevents all damage for one round, accuracy decreases with use Location: Lake of Rage Description: The point of this move is...? Everyone learns Protect, and it's got more PP. Rating: * TM 44- Rest (Psychic) 10 PP, user restores all HP and status, but sleeps two turns Location: Ice Cave Description: Nice if you've got a Mint Berry attached, as you can get full health and status while only losing an item. And, if you've boosted your defensive or evade stats, you can Rest and not worry about dying. Tourney- level teams have 2 or 3 Resters, and some teams have 5 Resters and a Heal Beller! Rating: ***** TM 45- Attract (Normal) 100% Accuracy, 10 PP, prevents opposing Pokemon from attacking if of the opposite sex (50%) Location: Beat Whitney in Goldenrod Gym Description: The accuracy of this move is actually around 50%, as Pokemon that are your gender or genderless aren't affected. However, if you Confuse and Paralyze the Pokemon that you're up against, they're down to about a 13% attack chance. Add Flinch in, and... Rating: **** TM 46- Thief (Dark) 40 Power, 100% Accuracy, 10 PP, steals items from Wild Pokemon Location: Mahogany Team Rocket Base Description: If you want to steal an item, ensure that you haven't got an item on the Pokemon. Then, you can grab it. This is the only Dark TM, which bites... couldn't Faint Attack have been a TM? Rating: *** TM 47- Steel Wing (Steel) 70 Power, 100% Accuracy, 25 PP, raises user's Defense (10%) Location: Rock Tunnel, Route 28 Description: Flying Pokemon are the only ones capable of using Steel Wing besides Mew, so there's only one Pokemon who gets STAB on it. (That would be Skarmory.) An interesting move that gives Pokemon like Dodrio a chance to beat Rock Pokemon. Rating: **** TM 48- Fire Punch (Fire) 75 Power, 100% Accuracy, 15 PP, burns opponent (10%) Location: Goldenrod Dept. Store Description: Again, a mid-game move. Get the picture? Rating: **** TM 49- Fury Cutter (Bug) 10 Power, 100% Accuracy, 20 PP, Power doubles if used consecutively, reverts to normal if missed. Location: Beat Bugsy in Azaela Gym Description: The power of this move caps at 160, so it won't go up to 999 Power. That bites. Now, when there's a 85 Power/99.6% Acc. Bug move, it better be a TM. Rating: ** TM 50- Nightmare (Ghost) 99.6% Accuracy, 15 PP, Sleeping Pokemon lose HP = 1/4 of their health. Location: Route 31 (bring the Route 35 guard's Spearow to the portly man) Description: Another move that requires the user to be asleep. You'd think a Mean Look/Lovely Kiss/Dream Eater/Nightmare combo on Jynx would work, but what happens when they wake up? Not recommended. Rating: ** HM 01- Cut (Normal) 50 Power, 95% Accuracy, 30 PP, cuts small trees in the field Location: Ilex Forest Description: Blah. It's a early-game power move, but you get Headbutt right after it, so it's quite pointless in battle. Its added effect is needed to win the game, so snag a Paras or Oddish in the forest and make it a Cut slave. Rating: ** HM 02- Fly (Flying) 70 Power, 100% Accuracy, 15 PP, user flies into the air Turn 1, attacks Turn 2 and flies you back to previously visited locations. Location: Cianwood Island, talk to Chuck's wife after earning the Storm Badge Description: As a Flying move, even Wing Attack (heck, PECK) outshines it. That's because it's a two-turn move. Blah. And since it's very easy to Surf back to Olivine after you get this... Give it to a Pidgey that's L3 or something. You'll need this to catch the Beasts. Rating: * HM 03- Surf (Water) 95 Power, 100% Accuracy, 15 PP, crosses waterways in the field Location: Ecruteak City (beat the Dance Hall) Description: You can't delete this move without the Move Deleter, but most of the Pokemon who learn it should keep it. Surf is Water's accurate move, and makes Hydro Pump obsolete due to 3x the PP. Rating: ***** HM 04- Strength (Normal) 80 Power, 100% Accuracy, 15 PP, moves rocks in the field Location: Olivine City Description: A decent Normal move with a side-effect that you'll need to beat a couple of gyms. Not as powerful as the big 3, but a decent move if you run out of Return TMs. Rating: *** HM 05- Flash (Normal) 70% Accuracy, 20 PP, lowers opponent's Accuracy and lights up caves Location: Sprout Tower Description: It's got Thunder's accuracy, and no way to boost it. Although you'll need to use it to get to Red, meaning that your Electric Pokemon loses a moveslot. Rating: * HM 06- Whirlpool (Water) 15 Power, 70% Accuracy, 15 PP, binds opponent for 2-5 turns, destroys Whirlpools in the water Location: Beat Team Rocket in Mahogany Description: Can this get any worse? It's a binding move, but the accuracy is terrible. Poliwrath NEEDS this move to do its Mind Reader/Fissure combo, so it's got one useful application. Rating: * HM 07- Waterfall (Water) 80 Power, 100% Accuracy, 15 PP, climbs waterfalls Location: Ice Cave Description: Man, the HMs suck. Waterfall's just a weaker version of Surf in battle, and everyone that uses Waterfall also learns Surf. I'd save this for the Red Gyarados, who isn't used often. Rating: ** |