Alla TM och HM!

 

TM's

TM01 - Mega Punch. This is a fairly average battle move. It's good when you first find it, but later in the game, there's stronger moves than this. Most people give it to their Pikachu.
TM02 - Razor Wind. Charge moves aren't always the best, but every time you use this one, It's nearly a 1-hit kill every time. It only works for flying Pokémon, perhaps Fearow or Dodrio.

TM03 - Swords Dance. A GREAT move for offensive Pokémon like Hitmonlee. Use it once or twice before launching an assault of your best moves.

TM04 - Whirlwind. Trash it. You can always run away. Only wild Pokémon really need to use this.

TM05 - Mega Kick. A VERY inaccurate move, hardly hits. And what's more, it has low PP. Forget this one.

TM06 - Toxic. Works on most Pokémon, and is great to use on the High-HPers that take a while to take down. Works good on anything.

TM07 - Horn Drill. Sure, it can kill something in 1 hit, but by the time it DOES hit, your Pokémon will be gone. Forget it.

TM08 - Body Slam. Sweet move! Average PP and high power, plus the ability to paralyze. It works great on anything that can use it!

TM09 - Take Down. This is a good move for High-HP Pokémon because of recoil. We suggest giving it to a Snorlax or Lapras.

TM10 - Double-Edge. Same as Take-Down, but Stronger.

TM11 - Bubblebeam. A good water move in the beginning, but once you get Surf, then there's no reason to keep it.

TM12 - Water Gun. Nobody knows why they gave this a TM. It's a lousy move that can be topped by any other water move besides bubble.

TM13 - Ice Beam. Now this is a cool move! Good strength, moderate PP, ability to freeze, and ice moves in general are super-effective against 5 types! Great move!

TM14 - Blizzard. Like Ice Beam, but better! Only problem is its low PP.

TM15 - Hyper Beam. If you actually have enough time to get this move, it pays off! It's the strongest move in the game. We suggest giving it to something you use a LOT.

TM16 - Pay Day. This move is cool because it gets you cash, but its power is relatively weak. Also, you don't get a lot of money. If you have a Meowth or Persian, leave it on them, but don't give it to something else.

TM17 - Submission. Same conditions for Take-Down.

TM18 - Counter. This move hardly ever works. We're not even sure what it does! Save your limited move space for something stronger.

TM19 - Seismic Toss. All this move does is damage equal to your level. Most other moves can exceed this.

TM20 - Rage. Probably better to forget this move. It's better to have CONTROL over your Pokémon.

TM21 - Mega Drain. It's a great move for Grass Pokémon. Does double the duty absorb does. Give it to something like Exeggutor.

TM22 - Solar Beam. Heh... kick-ass move. Give it to a Grass Pokémon who hasn't been blessed with it's power yet.

TM23 - Dragon Rage. Always does 40 Damage. What a disappointment.

TM24 - ThunderBolt. This is actually a good move for WATER Pokémon. It gives them more of a variety.

TM25 - Thunder. Like ThunderBolt, but a lot better! Give it to Water Pokémon also.

TM26 - Earthquake. Ground moves are strong against quite a few things. This is a pretty effective move to give to a Fighting Pokémon.

TM27 - Fissure. It's just like Horn Drill. In other words, sell it.

TM28 - Dig. This thing allows you to avoid an attack, and hits pretty hard too. It's a rare move, so give it to something you use a lot. Charizard actually does well with it.

TM29 - Psychic. There's too many good things to say about this move. This is also an effective thing to give to a Water Pokémon, or a deformed Psychic Pokémon that doesn't have it.

TM30 - Teleport. Do you know what Running Away from a battle is? Only useful for getting back to the last Pokécenter.

TM31 - Mimic. This move is pretty cool, and can cause some funky things in battle. However, you could just use Mr. Mime if you wanted someone with Mimic.

TM32 - Double Team. It says your evade goes up, but it doesn't seem to work . What a waste.

TM33 - Reflect. There's no time for this kind of defense in a flat-out battle. Use an arsenal of offense and avoid stuff like this.

TM34 - Bide. This is actually a pretty good move near the end of the game. Use it, then while your HP gets lower, use a Hyper Potion. If you can keep yourself up, you'll destroy the other one once the move goes off!

TM35 - Metronome. A crazy move indeed. Usually better to not risk wasting a turn with it, because you're better off using something that will automatically do a strong move.

TM36 - Self-Destruct. Who wants to waste their own Pokémon to probably not destroy the other one? It's crap.

TM37 - Egg Bomb. This is a great battle move, but not many can use it. Works good on Exeggutor or Chansey.

TM38 - Fire Blast. Nobody knows this move, so pick wisely! Choose a Fire Pokémon you use a lot, because you do NOT want to waste this great move.

TM39 - Swift. It's a semi-strong version of Quick Attack, but not strong enough. A fast Pokémon with a strong move is much better.

TM40 - Skull Bash. It's a charge move, and it's about as strong as Razor Wind. It might be worth it, but see for yourself.

TM41 - SoftBoiled. This thing helps immensely when you have a Chansey! Outside of battle, heal up your others, and inside of battle, heal the Chansey! It's unstoppable!

TM42 - Dream Eater. Hell yeah, use Hypnosis and this thing works wonders. This is the #1 reason to have a ghost.

TM43 - Sky Attack. Another charge move. Good, but the TM is hard to pick up and only Moltres knows it manually. Give it to something good.

TM44 - Rest. This works good on Pokémon with great defense. I strongly suggest giving it to Cloyster or Golem.

TM45 - Thunder Wave. GET RID OF IT.

TM46 - Psywave. Does HALF of what Seismic Toss can do. Sell it.

TM47 - Explosion. A better version of Self-Destruct that is still lousy. Get rid of it.

TM48 - Rock Slide. Nobody knows this move, so give it to something you'll use a lot. Golem and Machamp do well with it.

TM49 - Tri Attack. Most Pokémon who can use the move already have it. But giving it to Dodrio helps him out some.

TM50 - Substitute. If you spent all the time to get this move, then good job. This is the ONE defense move worth having. Taking no damage is what everyone loves.


HM's
HM01 - Cut. Given to you by the Captain of the S.S. Anne. Allows your Pokémon to cut the odd looking bushes you see blocking the way ahead. Not very useful in battle, so don't use it on any Pokémon you want to power up to its maximum, because HM moves cannot be removed.

HM02 - Fly. Given to you by the person in the house just above the guard tower bordering Celadon and the Cycling Road. Allows your Pokémon to fly you to any town on the map that you have already visited. Great battle move, but Sky Attack is probably better once you have it.

HM03 - Surf. Given to you at the Safari Zone Secret House. Allows you to ride your Pokémon safely across bodies of water. Also works quite effectively in battle.

HM04 - Strength. Given to you by the old man in Fuschia, upon returning the gold teeth to him (found in the Safari Zone near the secret house). Allows your Pokémon to push away boulders blocking your path. As a move in battle, it's not bad.

HM05 - Flash. Given to you by a person in a house near the Viridian forest (after reaching Vermillion, go through Diglett's cave and you'll be on the right side of the track). Not even necessary to complete the game, but it makes going through the rock tunnel a lot easier. It can work well in battle, because it decreases your opponent's accuracy.


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