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.