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Pokemon Ruby+Sapphire TM and HM list

by nemesis2

Pokemon Ruby+Sapphire TM and HM list
By nemesis2

+===========+
=Contents   =
+===========+
1.Contents
2.Introduction
3.TM list
4.HM list
5.Fictional Moves
6.Version List
7.E-mail
8.Copyright Info

+==============+
=Introduction  =
+==============+
TM'S have always been an important part of every pokemon game.going back to
the RBY days.And Ruby and Sapphire are No Exception.So I have decided to
provide a list of every TM/HM in the game.Yes all 58 of them.
This guide has only 15 listed now,but by the next update.I hope to have
at least 45 completed.
Also Later on,I may list all the pokemon who can learn every TM,etc etc.

Well read on!




+================+
=TM list         =
+================+

Here I will list every TM/HM and give a rating out of five for each one

TM01
Focus Punch
Power-150
Accuracy-100
Type-Fighting

Rating-**
Will there ever be a 150 power+ move without some kind of severe effect.
Truth be told,I havent used this TM much.I think it is based on turn
order and switching or something like that.If anything 'irregular' happens
the pokemon using it will lose their focus.
Not one I use Often

TM02 
Dragon Claw
Power-80
Accuracy-100
Type-Dragon

Rating-****
Probably the best dragon move.It is kind of like the dragon version of surf,
exceptc a little less powerful.IMO,it doesn't paralyze like dragon breath,and 
DB is also100% accurate so think about that if they can learn both.Good move 
though.

TM03
Water Pulse
Power-60
Accuracy-100
Type-Water

Rating-**1/2
It may confuse the opponnet,but 60 damage at the stage you get this TM 
(from wallace) just doesn't cut it.If it could be gotten earlier,than it
would be much more used.Still confuse and damage is good though and with
rain dance,it could be a killer.

TM04
Calm Mind
Power-N/A
Accuracy-100
Type-Psychic

Rating-***
Like a downgraded version of Amnesia of RBY which Mewtwo simply pwned with it
and totally anhilated entire teams.It only minorly increases SP.ATK and SP.DEF.
Still and excellent move to make special sweepers even more powerful.

TM05
Roar
Power-N/A
Accuracy-100
Type-Normal

Rating-1/2
Could be very well the worst TM out of em all.Escaping moves are USELESS!!!
Nuff said.

TM06
Toxic
Power-N/A
Accuracy-100
Type-Poison

Rating-****1/2
Toxic is the only way you should poison an opponet.It badly poisons them.
The amount of hp taken each round will double which means the opponet will
not be lasting long unless they switch.Toxic is used in many movesets,such
as spikes/toxic/sandstorm combos and toxicstallers.
Very useful and good TM overall.

TM07
Hail
Power-N/A
Accuracy-100
Type-Ice

Rating-***
Another weather condition,this time hail.Hail hurts all pokemon in battle each
turn while in effect except for Ice types so make sure you only teach it to ice
pokemon.It doesn't have any other effects though,so consider that.Note also 
that ice types are the only ones immune to this attack.It lasts 5 turns like 
most weather moves.
Good overall move for ice pokemon and a much needed one too.

TM08
Bulk up
Power-N/A
Accuracy-100
Type-Fighting

Rating-***
Like a physical version of Calm mind,Bulk Up raises ATTACK and DEFENSE instead
of special stats.Very good on a physical pokemon to raise its attack and defense
even more.

TM09
Bullet Seed
Power-10
Accuracy-100
Type-Grass

Rating-*
Pathetic.Even if it hits 5 times,it will only do 50 damage to those not weak
to it.Like most early TMS,stay away.

TM10
Hidden Power
Power-Between 10-100
Accuracy-100
Type-Varies

Rating-****
Excellent move.HP is very useful for when you come across pokemon which your
pokemon cannot defeat with any of its normal moves (or it is near impossible)
An example of this is pikachu vs diglett.Pikachu only has electric moves and
diglett will use a ground move.The trainer with diglett will think this is a
easy win.Now pikachu uses hidden power and it is water element.The diglett
is expecting to be still well alive after HP and it comes up 'its super
effective' Diglett faints.
Diglett trainer "What the F***?"
Hidden power brings an element of suprise to battles.It can turn a no win
situation into your advantage.Thats why it is so widely used.It never gets
predictable.

TM11
Sunny Day
Power-N/A
Accuracy-100
Type-Fire

Rating-****
Another great move.SD has many effects on the battle.First it doubles
the power of fire moves while halving the power of water moves.Next
it elimiates the need for a charge up when using solarbeam.It also
makes healing moves more effective and reduces thunders accuracy to
35%.Just teach it to a pokemon whois advantaged by it and you will be fine
(ie.dont teach it to water pokemon)

TM12
Taunt
Power-N/A
Accuracy-100
Type-Dark

Rating-**1/2
I don't find this move very useful.I mean why would you want to take damage
every turn?Anyway,this can be a good move in some situations,like when
you are versing those pokemon who rely to toxic and other status moves.
Since they don't have any attacking moves,they will not do anything for
2-3 turns!It isn't great but it has its uses and is better than a lot
of other crappy TMS/HMS out there.

TM13
Ice Beam
Power-95
Accuracy-100
Type-Ice

Rating-*****
The best ice move out of them all.Yes it is better than Blizzard.I mean what
can you do with 70% accuracy?But this is one of the best attacking moves in
the game.Every ice pokemon must have this move (unless they have crap special
attack).Plus there is an infinite number of them at the game corner.
So one of the best moves in the game in my opinion.Oh it also has a 10% chance
of freezing as well.

TM14
Blizzard
Power-120
Accuracy-70
Type-Ice

Rating-**
From Ice Beam to Blizzard.Many beginners will say "Blizzard is more powerful
than ice beam so I will use Blizzard instead of Ice Beam".Let me say
that 70 accuracy is a Joke.If it had even 80% I would consider it.But
blizzard has one of the most inaccurate moves in the game (excluding
OHKO attacks) So stay away and stick with ice beam.

TM15
Hyper Beam
Power-150
Accuracy-90
Type-Normal

Rating-**
The recharge is a major bummer.It is the reason I never use this move.It also
has only 90 accuracy,which while it is better than some moves 
*coughblizzardcough* it is not good enough for a recharge move.
There is only ONE pokemon which HB would be useful on,and it is Slaking.Slaking
will slack off every second turn and its recharge turn will be the slack off
turn for slaking.With a base attack power of 160,it can destroy teams with it.
Slaking is the only reason it got 2 stars by the way.

TM16
Light Screen
Power-N/A
Accuracy-100
Type-Psychic

Rating-***1/2
Another useful move.Very useful for those with low special defences.Dont for
get that the effects stay for 5 turns even if you switch pokemon,so it is kind
of like a batton pass,except without it.Very useful indeed

TM17
Protect
Power-N/A
Accuracy-Decreases with consecutive use
Type-Normal
Effects-Protects you from attacks

Rating-***
Protect is good if you need a spare turn before something comes into/out of
effect.For example,if you used protect in a rain Dance you had about 40%
energy left from water pulse and one more hit would KO you and Rain dance had
already been in effect for four turns,using protect would protect you from the
killer blow.Very annoying move.

TM18
Rain Dance
Power-N/A
Accuracy-100
Type-Water
Effects-Causes Rain,Increases water damage,Decreases Fire Damage,thunder never
misses,Solarbeams power is only 60 while this is in effect.

Rating-****
Many people think that this would be useful on water pokemon,and it is but what
happens if the opponet pulls out a thunder attack?You are more than likely dead
unless your pokemon has high special defense.Very useful in Thunder Dance combo
Thunder dance combo is a pokemon that has raindance surf and thunder and a 
filler move (usually thunder wave).Only a few pokemon can do this eg.Lanturn.
But overall Rain Dance is very useful in many situations and can turn the tide
(no pun intended) of the battle.


TM19
Giga Drain
Power-60
Accuracy-100
Type-Grass
Effects-Does damage and gives Half of the damage done in HP back to the user

Rating-***

Great move,shame about the PP though.Thats why I dont use this move over Solar
Beam and a lot of other grass moves.5PP is pathetic and you know it.Its a shame
because this is one of the best grass moves in the game (technically Solarbeam
has 60 power each turn because of the charge up,except in the use of sunny day)
If you use this move,bring a few Ethers (if you can).If you are battling other
people,avoid this move,because you simply wont be able to use it enough times
to wreak havoc on a team.

TM20
Safeguard
Power-N/A
Accuracy-100
Type-Normal
Effects-Prevents status ailments for 5 turns

Rating-***1/2

Useful move to become immune to status ailments.Toxic is very common these days
and you need protection against it and other status moves such as paralysis and
burn.If your opponet relys on status moves,play this card and the battle will
most likely become a lot easier.

TM21
Frustration
Power-Varies
Accuracy-100
Type-Normal
Effects-Does more damage if the pokemon doesn't like the trainer

Rating-***

I only gave this 3 stars as opposed to 4 for return because it is easier to 
keep your pokemon happy than angry.If your pokemon detests you to the max
this moves power is 100 with 100% accuracy.

TM22
Solar Beam
Power-120 (60 if used in rain dance)
Accuracy-100
Type-Grass
Effects-Charges the first turn,attacks the second (no charge required if
sunny day is in effect)

Rating-*****
This is one of THE best moves in the game,if you have sunny day.Problem is
that this is a grass move and the use of sunny day might force the opponet to
bring out a fire type.You could always teach it earthquake if it could,but
that still wouldnt counter those annoying Charizards or non fire pokes with
fire moves,but a few pokemon that are fire can learn Solar Beam,namely Houndoom
Arcanine and Ho-oh as well as sunny day and they can wreak havoc,much like the
Thunder Dancers.


TM23
Iron Tail
Power-100
Accuracy-75
Type-Steel
Effects-Hits with an iron tail.May decrease defense

Rating-**

Accuracy Stinks but power is great.Accuracy>power my friends.If it doesnt hit
whats the point of power?I dont like steel moves,they seem inaccurate,even the
low powered ones,but go with a skarmory with steel wing if anything.

TM24
Thunderbolt
Power-80
Accuracy-100
Type-Electric
Effects-May paralyze.

Rating-****1/2

Hands down,the best electric move in the game,even better than thunder (see 
below).Anyway,this is electric's med-high power,100% accurate move and like
surf and Flamethrower,it is the best in its element.It may paralyze as well.


TM25
Thunder
Power-120
Accuracy-70 (never miss if used in rain,35 if used in sunny day)
Type-Electric
Effects-May Paralyze and never misses in rain.

Rating-***

This should be only used in Rain Dance Combo's.Otherwise it is only 70 Accurate
which is very bad indeed.Only use this move in thunder dance combos.The rest of
the time,use Thunder Bolt.

TM26
Earthquake
Power-100
Accuracy-100
Type-Ground
Effects-Causes a powerful quake.

Rating-*****

One of THE most powerful and most used moves in the entire game.It has 100
Accuracy too!Make sure,you have at least one pokemon on your team with this
move,its that good.Dont use it on flyers or pokemon which have levitate though.
Dont teach the TM to ground pokemon,because they often learn the move by level.
So dont waste such a valuable TM.

TM27
Return
Power-Varies
Accuracy-100
Type-Normal
Effects-Does more damage if the pokemon likes the trainer.

Rating-****


TM28
Dig
Power-60
Accuracy-100
Type-Ground
Effects-Digs underground first turn,attacks the second

Rating-**

TM29
Psychic
Power-90
Accuracy-100
Type-Psychic
Effects-10% chance of decreasing Special Defense.

Rating-****1/2

TM30
Shadow Ball
Power-80
Accuracy-100
Type-Ghost
Effects-May decrease Special Defense.

Rating-****

TM31
Brick Break
Power-70
Accuracy-100
Type-Fighting
Effects-Breaks barriers such as Light Scrren and reflect

Rating-***

TM32
Double Team
Power-N/A
Accuracy-100
Type-Normal
Effects-Increases evasion

Rating-**1/2

TM33
Reflect
Power-N/A
Accuracy-100
Type-Psychic
Effects-Creates Barrier which increases defense power.Stays even if user is
switched

Rating-***1/2

TM34
Shock Wave
Power-60
Accuracy-Never Miss
Type-Electric
Effects-Never Misses

Rating-***

TM35
Flamethrower
Power-95
Accuracy-100
Type-Fire
Effects-15% chance of burning

Rating-*****

TM36
Sludge Bomb
Power-90
Accuracy-100
Type-Poison
Effects-30% chance of Poisoning

Rating-****

TM37
Sand Storm
Power-N/A
Accuracy-100
Type-Ground
Effects-Whips up a sandstorm which hits every pokemon except for steel
rock and ground types.Lasts 5 turns

Rating-***

TM38
Fire Blast
Power-120
Accuracy-85
Type-Fire
Effects-15% Chance of Burn

Rating-***

TM39
Rock Tomb
Power-50
Accuracy-80
Type-Rock
Effects-Decreases Speed

Rating-*

TM40
Aerial Ace
Power-60
Accuracy-Never Miss
Type-Flying
Effects-Never Misses,even if accuracy has been decreased.

Rating-***1/2

TM41 Torment      ***
TM42 Facade       ****
TM43 Secret Power ***
TM44 Rest         ***1/2
TM45 Attract      **1/2
TM46 Thief        **1/2
TM47 Steel Wing   ***
TM48 Skill Swap   ***
TM49 Snatch       ***
TM50 OverHeat     ***1/2

Sorry I havent given much detail with the last 10,Ill do that next update.
I have still given them a rating so you know their usefulness.




+==========+
= HM list  =
+==========+

HM01
Cut
Power-50
Accuracy-95
PP-30
Type-Normal

Effect in field-Cuts down trees

Rating-*
Not good.Looking on the bright side,At least it is better than tackle.Just
get a slave (zigzagoon) and put it on the slave.A move slot should not be
wasted on a crap move such as this.

HM02
Fly
Power-70
Accuracy-90
PP-15
Type-Flying

Rating-**
Man,not good.2 pecks will do the same thing as a fly.And with
those pecks,there is a more chance of a CH since you are using 2 turns.Also
Peck is 100% accurate while fly is only 90%.Fly is VERY handy outside of
battle.However,it shouldn't be used in battle.

HM03
Surf
Power-95
Accuracy-100
PP-15
Type-Water

Rating-*****

Effect in field-Allows you to travel on water.
The only decent HM.In fact it is one of the most used moves competitively.
It is the water version of the 'reasonable power,perfect accuracy' move.
And they are the best moves in the game.Having a water pokemon without surf
is totally pointless,except of course if the pokemon has a (very) low
Special Attack.
It is needed to complete the game.And not that there is anything bad
about that.

HM04
Strength
Power-80
Accuracy-100
PP-15
Type-Normal

Rating-**1/2

Good,but not great.There are much better alternatives out there.

HM 05 
Flash
Power-N/A
Accuracy-70
PP-30
Type-Normal
Effect-Decreases Accuracy
Effect in Field-Lights up dark caves.
Rating-1/2
Oh dear god,this move is Awful.If it had 100 accuracy,like sand attack or 
Double Team,I might of Considered it.Oh well,not everything can be great can
it?

HM06
Rock Smash
Power-20
Accuracy-100
PP-30
Type-Fighting
Effects-Decreases defense as well as damages.
Effect in field-Smashed cracked rocks in the way.

Rating 1/2
Almost as bad as the above.Why do Nintendo make the most Awful Moves TMS?
Because this is truly awful.Bugger all,you need this to complete the game.
You dont really need flash.

HM07
WaterFall
Power-80
Accuracy-100
PP-15
Type-Water
Effect in Field-Allows you to go up Waterfalls

Rating-**
Let me say Surf>>Waterfall.All pokes which can learn waterfall can learn surf
so another HM that is pointless in battle,sigh.It is better than Flash and
Rock Smash though,so thats something I guess.

HM08
Dive
Power-60
Accuracy-100
PP-10
Type-Water
Effects-Goes underwater one turn,attacks next.
Effect in Field-Allows you to dive under water.



My Moves
Here I have moves which I have made up and I think should be considered for
future games.Here they are.

1.Anhilate
Power-200
Accuracy-100
PP-5
Type-Normal

Effects
After use,it greatly decreases attack.Like a more powerful,physical version
of overheat.

2.Encrypt
Power-N/A
Accuracy-65
PP-5
Type-Ice

Effects
Freezes an enemy.

3.Mind Absorb
Power-N/A
Accuracy-75
PP-10
Type-Psychic

Effects
Absorbs 1-10% of each stat of the enemy and gives it to the user.

4.Hoodoo
Power-35
Accuracy-90
PP-20
Type-Dark

Effects
Does damage and greatly decreases 2 random stats (includes accuracy as well)

5.Cutthroat
Power-OHKO
Accuracy-30
PP-5
Type-Dark

Effects
If it hits,it OHKO'S the pokemon and Steals any item they were holding.

6.Snowfall
Power-N/A
Accuracy-100
PP-5
Type-Ice

Effects
Multiplies ice damage by 1.5,Halves Water and Fire Damage.Ice moves have
now a 50% chance of freezing,Blizzards accuracy increases to Never Miss
All healing moves now Fail.

7.Lava Surf (HM)
Power-95
Accuracy-100
PP-15
Type-Fire

Effects
Allows you to surf on Lava.

8.Blast (HM)
Power-100
Accuracy-100
PP-10
Type-Normal

Effects
Breaks Cracked Walls.

Abilities
Pyromaniac-Burns anything that touches it.
Reflecto-Reflects all special attacks back to the user
Berserker-Attack raises every turn
Knight-Defense raises every turn
Magician-Special Attack Raises every Turn
Mind Reader-Immunity to psychic attacks
Pass on-Automatically passes stats if switched (not fainted)
Ice Cold-30% chance of freezing on inpact
Prayer-Healing moves heal all HP.
Brightness-Immunity to dark attacks
Nullify-Element immunties are elimiated.
Crazy Dance-Increases Speed while decreases defense every turn.
Pierce-Decreases defense at start of battle.
Curse-Decreases speed of opponnet at beginning of battle
Endurance-Increases HP by 1.5 at beginning of battle (reverts back to normal
if switched out or fainted and revived.)
Spirit-When faints,it passes status boosts to next pokemon.
Wonder Skin-Prevents ALL status ailments,except confuse and Attract.
First Strike-Will always get the first move at the beginning of battle
Energy-No charge up required for charge up moves,no rest after Hyper Beam,
Frenzy Plant,etc.

If you have any made up moves,e-mail them to me!
+=================+
=Versions         =
+=================+
Here I will list the updates in each version

Version 1
Listed all TMS up to 40 and gave info on all TMS up to Earthquake (TM26).Also started
Fantasy moves section.All HMS complete.

Next Version
Will complete rest of TMS section and provide PP for each one and their
location in Ruby and Sapphire.Also I will correct any mistakes I or 
somebody else sees.

+================+
=E-mail          =
+================+
My email address for all my FAQS is
[email protected]

You may send me
-Additions
-Corrections
-New Fictional Moves
-Praise Mail

You may not send me
-Attachments 
-VIRUSES!!!!!!!!!!!!
-Info already in this FAQ
-Hate Mail
-E-mail about something else other than my FAQS.

+==================+
=Copyright         =
+==================+
This FAQ is copyright 2004 nemesis2 (Brady Greene)
No one may use this on their website without permission from the
author,me.
If you e-mail me asking,I will most likely say yes.If anyone sees this FAQ
on another website other than the ones listed below then tell me.

The following websites can have this FAQ on their website 
www.gamefaqs.com

For Now,GameFAQS is the only site allowed to have my FAQS,If you ask me whether
You can add this to another website,I will say yes and add you to the list.
Check gameFAQS for the Latest Update.

Look on www.gamefaqs.com for the latest update.Remember any other websites
who get my permisssion,KEEP IT UPDATED and do not modify it in any way
and ALWAYS keep my name top and bottom.

+=========+
=Credits  =
+=========+
None Yet...

+===============+
=My other FAQS  =
+===============+
Neopets FAQ/Walkthough Online Only/Web

http://db.gamefaqs.com/computer/online/file/neopets_f.txt

Biggest Guide for Neopets on GameFAQS,at the time of writing.Only to
get bigger.