Gold/Silver Version TM/HM List

TM # Skill Name PP Base Damage Accuracy Type Effect(s)
01 Dynamicpunch 5 100 50% Fighting 99% confusion
02 Headbutt 15 70 99% Normal In battle: 30% flinch

Outside of battle: Knock Pokemon out of trees

03 Curse 10 0 99% Normal Use by ghosts: Self loses 1/2 HP, each turn, the opposing Pokemon loses 1/4 HP

Use by others: Self increase in Attack/Defense, decrease in speed

04 Rollout 20 30 90% Rock Base damage doubles for each consecutive hit, goes back to normal if misses or move is not used, maximum base damage is 480 (5 consecutive hits) and on the 6th hit it goes back to 30
05 Roar 20 0 99% Normal Vs. wild Pokemon: End battle

Vs. trainer: Switch opponent Pokemon

06 Toxic 10 0 85% Poison 99% poison, poison damage increases each round
07 Zap Cannon 5 100 50% Electric 99% paralyze
08 Rock Smash 15 20 99% Fighting In battle: 50% decrease defense

Out of battle: Breaks "cracked rocks"

09 Psych Up 10 0 99% Normal If the opposing Pokemon increased its stats on the last round, your active Pokemon now has the same increase in stats
10 Hidden Power 15 ? 99% Normal Random type attack
11 Sunny Day 5 0 90% Fire For the next four rounds: 1.5 times fire attacks; 1/2 times water attacks; Solar Beam loses its extra turn; Morning Sunlight, Photosynthesis, and Lucky Light are double effective
12 Sweet Scent 20 0 99% Normal In battle: Decreases evade

Outside of battle: Enter battle with wild Pokemon

13 Snore 15 40 99% Normal Use only if this Pokemon is asleep, 30% flinch
14 Blizzard 5 120 70% Ice 10% freeze
15 Hyper Beam 5 150 90% Normal Cannot attack on the turn immediately after using this attack
16 Icy Wind 15 55 95% Ice 99% decrease speed
17 Protect 10 0 99% Normal Always used first, guarantee that next opponent attack will miss
18 Rain Dance 18 0 90% Water For the next four rounds: 1.5 times water attacks; 1/2 fire attacks; Thunder has 100% accuracy and ignores evade; Morning Sunlight, Photosynthesis, and Lucky Light are 1/2 times effective
19 Giga Drain 5 60 99% Grass Self recovery of HP equal to 1/2 dealt damage
20 Endure 10 0 99% Normal Always used first, guarantee that next opponent attack will not make your active Pokemon faint (maximum damage would be equal to 1 less than your active Pokemon's current HP)
21 Frustration 20 ? 99% Normal Deal damage depending on how much your active Pokemon dislikes you
22 Solar Beam 10 120 99% Grass Idle on first turn, attack on second turn
23 Iron Tail 15 100 75% Steel 30% decrease defense
24 Dragonbreath 20 60 99% Dragon 30% paralyze
25 Thunder 10 120 70% Electric 30% paralyze
26 Earthquake 10 100 99% Ground Hit Pokemon that are evading with Dig
27 Return 20 ? 99% Normal Deal damage depending on how much your active Pokemon likes you
28 Dig 10 60 99% Ground In battle: Evade almost all attacks for one turn, attack on the second turn

Outside of battle: Return to the most recently visited Pokemon Center from a cave

29 Psychic 10 90 99% Psychic 10% decrease special defense
30 Shadow Ball 15 80 99% Ghost 20% decrease special defense
31 Mud-Slap 10 20 99% Ground 99% decrease accuracy
32 Double Team 15 0 99% Normal Increase evade
33 Ice Punch 15 75 99% Ice 10% Freeze
34 Swagger 15 0 90% Normal Confuses defending Pokemon and doubles its attack
35 Sleep Talk 10 0 99% Normal Works only if your active Pokemon is asleep, randomly uses one of the other attacks
36 Sludge Bomb 10 90 99% Poison 30% poison
37 Sandstorm 10 0 99% Rock Deals damage to all active Pokemon that are not Rock, Ground, or Steel type fpr multiple turns
38 Fire Blast 5 120 85% Fire 10% burn
39 Swift 20 60 99% Normal Ignores evade
40 Defense Curl 40 0 99% Normal Increase defense
41 Thunderpunch 15 75 99% Electric 10% paralyze
42 Dream Eater 15 100 99% Psychic Works only if opponent is asleep
43 Detect 5 0 99% Fighting Always used first, guarantee that next opponent attack will miss
44 Rest 10 0 99% Normal Self recovery of all HP, remove status effect(s), this Pokemon is now asleep for 3 turns
45 Attract 15 0 99% Normal If the opposing Pokemon's gender is opposite to your active Pokemon, then its attacks will work only 50% of the time
46 Thief 10 40 99% Dark Steal item attached to opposing Pokemon
47 Steel Wing 25 70 90% Steel 10% decrease defense
48 Fire Punch 15 75 99% Fire 10% Burn
49 Fury Cutter 20 10 95% Bug Base damage doubles for each consecutive hit, goes back to normal if misses or move is not used, maximum base damage is 160 (5 consecutive hits) and on the 6th hit it goes back to 10
50 Nightmare 15 0 99% Ghost Works only if opposing Pokemon is asleep, each turn opposing Pokemon loses 1/4 HP
HM01 Cut 30 50 95% Normal Outside of battle: Cut down bushes
HM02 Fly 15 70 95% Flying In battle: Evade almost all attacks for one turn, attack on the second turn

Outside of battle: Return to a selected Pokemon Centers of visited towns from overworld (outside of buildings/caves)

HM03 Surf 15 95 99% Water Outside of battle: Go into water
HM04 Strength 15 80 99% Normal Outside of battle: Move boulders
HM05 Flash 20 0 70% Normal In battle: Decrease accuracy

Outside of battle: light up dark areas

HM06 Whirlpool 15 15 70% Water In battle: Prevents opponent from switching Pokemon or running away for 2 to 5 turns, deals damage in each of those turns; both Pokemon could still attack during those turns

Outside of battle: Remove whirlpools

HM07 Waterfall 15 80 99% Water Outside of battle: Climb waterfalls