Pokémon Sword & Shield
TM & HM list — Galar, Generation 8100 TMs
Technical Machines
100| # | Move | Type | Cat. | Power | Acc. | PP | |
|---|---|---|---|---|---|---|---|
| TM00 | Mega Punch | Normal | Physical | 80 | 85% | 20 | Inflicts regular damage with no additional effect. |
| TM01 | Mega Kick | Normal | Physical | 120 | 75% | 5 | Inflicts regular damage with no additional effect. |
| TM02 | Pay Day | Normal | Physical | 40 | 100% | 20 | Scatters money on the ground worth five times the user’s level. |
| TM03 | Fire Punch | Fire | Physical | 75 | 100% | 15 | Has a chance to burn the target. |
| TM04 | Ice Punch | Ice | Physical | 75 | 100% | 15 | Has a chance to freeze the target. |
| TM05 | Thunder Punch | Electric | Physical | 75 | 100% | 15 | Has a chance to paralyze the target. |
| TM06 | Fly | Flying | Physical | 90 | 95% | 15 | User flies high into the air, dodging all attacks, and hits next turn. |
| TM07 | Pin Missile | Bug | Physical | 25 | 95% | 20 | Hits 2-5 times in one turn. |
| TM08 | Hyper Beam | Normal | Special | 150 | 90% | 5 | User foregoes its next turn to recharge. |
| TM09 | Giga Impact | Normal | Physical | 150 | 90% | 5 | User foregoes its next turn to recharge. |
| TM10 | Magical Leaf | Grass | Special | 60 | — | 20 | Never misses. |
| TM11 | Solar Beam | Grass | Special | 120 | 100% | 10 | Requires a turn to charge before attacking. |
| TM12 | Solar Blade | Grass | Physical | 125 | 100% | 10 | Requires a turn to charge before attacking. |
| TM13 | Fire Spin | Fire | Special | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| TM14 | Thunder Wave | Electric | Status | — | 90% | 20 | Paralyzes the target. |
| TM15 | Dig | Ground | Physical | 80 | 100% | 10 | User digs underground, dodging all attacks, and hits next turn. |
| TM16 | Screech | Normal | Status | — | 85% | 40 | Lowers the target’s Defense by two stages. |
| TM17 | Light Screen | Psychic | Status | — | — | 30 | Reduces damage from special attacks by 50% for five turns. |
| TM18 | Reflect | Psychic | Status | — | — | 20 | Reduces damage from physical attacks by half. |
| TM19 | Safeguard | Normal | Status | — | — | 25 | Protects the user’s field from major status ailments and confusion for five turns. |
| TM20 | Self-Destruct | Normal | Physical | 200 | 100% | 5 | User faints. |
| TM21 | Rest | Psychic | Status | — | — | 5 | User sleeps for two turns, completely healing itself. |
| TM22 | Rock Slide | Rock | Physical | 75 | 90% | 10 | Has a chance to make the target flinch. |
| TM23 | Thief | Dark | Physical | 60 | 100% | 25 | Takes the target’s item. |
| TM24 | Snore | Normal | Special | 50 | 100% | 15 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| TM25 | Protect | Normal | Status | — | — | 10 | Prevents any moves from hitting the user this turn. |
| TM26 | Scary Face | Normal | Status | — | 100% | 10 | Lowers the target’s Speed by two stages. |
| TM27 | Icy Wind | Ice | Special | 55 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| TM28 | Giga Drain | Grass | Special | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. |
| TM29 | Charm | Fairy | Status | — | 100% | 20 | Lowers the target’s Attack by two stages. |
| TM30 | Steel Wing | Steel | Physical | 70 | 90% | 25 | Has a chance to raise the user’s Defense by one stage. |
| TM31 | Attract | Normal | Status | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| TM32 | Sandstorm | Rock | Status | — | — | 10 | Changes the weather to a sandstorm for five turns. |
| TM33 | Rain Dance | Water | Status | — | — | 5 | Changes the weather to rain for five turns. |
| TM34 | Sunny Day | Fire | Status | — | — | 5 | Changes the weather to sunny for five turns. |
| TM35 | Hail | Ice | Status | — | — | 10 | Changes the weather to a hailstorm for five turns. |
| TM36 | Whirlpool | Water | Special | 35 | 85% | 15 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
| TM37 | Beat Up | Dark | Physical | — | 100% | 10 | Hits once for every conscious Pokémon the trainer has. |
| TM38 | Will-O-Wisp | Fire | Status | — | 85% | 15 | Burns the target. |
| TM39 | Facade | Normal | Physical | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| TM40 | Swift | Normal | Special | 60 | — | 20 | Never misses. |
| TM41 | Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| TM42 | Revenge | Fighting | Physical | 60 | 100% | 10 | Inflicts double damage if the user takes damage before attacking this turn. |
| TM43 | Brick Break | Fighting | Physical | 75 | 100% | 15 | Destroys Reflect and Light Screen. |
| TM44 | Imprison | Psychic | Status | — | — | 10 | Prevents the target from using any moves that the user also knows. |
| TM45 | Dive | Water | Physical | 80 | 100% | 10 | User dives underwater, dodging all attacks, and hits next turn. |
| TM46 | Weather Ball | Normal | Special | 50 | 100% | 10 | If there be weather, this move has doubled power and the weather’s type. |
| TM47 | Fake Tears | Dark | Status | — | 100% | 20 | Lowers the target’s Special Defense by two stages. |
| TM48 | Rock Tomb | Rock | Physical | 60 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| TM49 | Sand Tomb | Ground | Physical | 35 | 85% | 15 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| TM50 | Bullet Seed | Grass | Physical | 25 | 100% | 30 | Hits 2-5 times in one turn. |
| TM51 | Icicle Spear | Ice | Physical | 25 | 100% | 30 | Hits 2-5 times in one turn. |
| TM52 | Bounce | Flying | Physical | 85 | 85% | 5 | User bounces high into the air, dodging all attacks, and hits next turn. |
| TM53 | Mud Shot | Ground | Special | 55 | 95% | 15 | Has a chance to lower the target’s Speed by one stage. |
| TM54 | Rock Blast | Rock | Physical | 25 | 90% | 10 | Hits 2-5 times in one turn. |
| TM55 | Brine | Water | Special | 65 | 100% | 10 | Has double power against Pokémon that have less than half their max HP remaining. |
| TM56 | U-turn | Bug | Physical | 70 | 100% | 20 | User must switch out after attacking. |
| TM57 | Payback | Dark | Physical | 50 | 100% | 10 | Power is doubled if the target has already moved this turn. |
| TM58 | Assurance | Dark | Physical | 60 | 100% | 10 | Power is doubled if the target has already received damage this turn. |
| TM59 | Fling | Dark | Physical | — | 100% | 10 | Throws held item at the target; power depends on the item. |
| TM60 | Power Swap | Psychic | Status | — | — | 10 | User swaps Attack and Special Attack changes with the target. |
| TM61 | Guard Swap | Psychic | Status | — | — | 10 | User swaps Defense and Special Defense changes with the target. |
| TM62 | Speed Swap | Psychic | Status | — | — | 10 | Exchanges the user’s Speed with the target’s. |
| TM63 | Drain Punch | Fighting | Physical | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. |
| TM64 | Avalanche | Ice | Physical | 60 | 100% | 10 | Inflicts double damage if the user takes damage before attacking this turn. |
| TM65 | Shadow Claw | Ghost | Physical | 70 | 100% | 15 | Has an increased chance for a critical hit. |
| TM66 | Thunder Fang | Electric | Physical | 65 | 95% | 15 | Has a chance to paralyze the target and a chance to make the target flinch. |
| TM67 | Ice Fang | Ice | Physical | 65 | 95% | 15 | Has a chance to freeze the target and a chance to make the target flinch. |
| TM68 | Fire Fang | Fire | Physical | 65 | 95% | 15 | Has a chance to burn the target and a chance to make the target flinch. |
| TM69 | Psycho Cut | Psychic | Physical | 70 | 100% | 20 | Has an increased chance for a critical hit. |
| TM70 | Trick Room | Psychic | Status | — | — | 5 | For five turns, slower Pokémon will act before faster Pokémon. |
| TM71 | Wonder Room | Psychic | Status | — | — | 10 | All Pokémon’s Defense and Special Defense are swapped for 5 turns. |
| TM72 | Magic Room | Psychic | Status | — | — | 10 | Negates held items for five turns. |
| TM73 | Cross Poison | Poison | Physical | 70 | 100% | 20 | Has an increased chance for a critical hit and a chance to poison the target. |
| TM74 | Venoshock | Poison | Special | 65 | 100% | 10 | Inflicts double damage if the target is Poisoned. |
| TM75 | Low Sweep | Fighting | Physical | 65 | 100% | 20 | Lowers the target’s Speed by one stage. |
| TM76 | Round | Normal | Special | 60 | 100% | 15 | Has double power if it’s used more than once per turn. |
| TM77 | Hex | Ghost | Special | 65 | 100% | 10 | Has double power if the target has a major status ailment. |
| TM78 | Acrobatics | Flying | Physical | 55 | 100% | 15 | Has double power if the user has no held item. |
| TM79 | Retaliate | Normal | Physical | 70 | 100% | 5 | Has double power if a friendly Pokémon fainted last turn. |
| TM80 | Volt Switch | Electric | Special | 70 | 100% | 20 | User must switch out after attacking. |
| TM81 | Bulldoze | Ground | Physical | 60 | 100% | 20 | Has a chance to lower the target’s Speed by one stage. |
| TM82 | Electroweb | Electric | Special | 55 | 95% | 15 | Lowers the target’s Speed by one stage. |
| TM83 | Razor Shell | Water | Physical | 75 | 95% | 10 | Has a chance to lower the target’s Defense by one stage. |
| TM84 | Tail Slap | Normal | Physical | 25 | 85% | 10 | Hits 2-5 times in one turn. |
| TM85 | Snarl | Dark | Special | 55 | 95% | 15 | Has a chance to lower the target’s Special Attack by one stage. |
| TM86 | Phantom Force | Ghost | Physical | 90 | 100% | 10 | User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect. |
| TM87 | Draining Kiss | Fairy | Special | 50 | 100% | 10 | Drains 75% of the damage inflicted to heal the user. |
| TM88 | Grassy Terrain | Grass | Status | — | — | 10 | For five turns, heals all Pokémon on the ground for 1/16 max HP each turn and strengthens their Grass moves to 1.5× their power. |
| TM89 | Misty Terrain | Fairy | Status | — | — | 10 | For five turns, protects all Pokémon on the ground from major status ailments and confusion, and halves the power of incoming Dragon moves. |
| TM90 | Electric Terrain | Electric | Status | — | — | 10 | For five turns, prevents all Pokémon on the ground from sleeping and strengthens their Electric moves to 1.5× their power. |
| TM91 | Psychic Terrain | Psychic | Status | — | — | 10 | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. |
| TM92 | Mystical Fire | Fire | Special | 75 | 100% | 10 | Has a chance to lower the target’s Special Attack by one stage. |
| TM93 | Eerie Impulse | Electric | Status | — | 100% | 15 | Lowers the target’s Special Attack by two stages. |
| TM94 | False Swipe | Normal | Physical | 40 | 100% | 40 | Cannot lower the target’s HP below 1. |
| TM95 | Air Slash | Flying | Special | 75 | 95% | 15 | Has a chance to make the target flinch. |
| TM96 | Smart Strike | Steel | Physical | 70 | — | 10 | Never misses. |
| TM97 | Brutal Swing | Dark | Physical | 60 | 100% | 20 | Inflicts regular damage with no additional effect. |
| TM98 | Stomping Tantrum | Ground | Physical | 75 | 100% | 10 | Has double power if the user’s last move failed. |
| TM99 | Breaking Swipe | Dragon | Physical | 60 | 100% | 15 | Lowers the target’s Attack by one stage after inflicting damage. |