Running Shoes:
Early on in the game you are given running shoes. This allows you to move faster throughout the world.
Technical Machines
Technical Machines are simply easier ways to learn moves. You can accumulate these devices throughout the game and can even sell the ones you do not want for money. The machines allow the trainer to teach their pokemon a specific move that might be needed. Some machines can be used more than once, but generally they are a one shot deal. Once the move is taught then the machine will disappear.
Numbr Name Description Type
01 Focus Punch A powerful punch attack. The user Fight
flinches if hit.
02 Dragon Claw Slashes the foe with sharp claws. Dragon
03 Water Pulse Attacks with ultrasonic waves. May Water
confuse the foe.
04 Calm Mind Raises SP. ATK and SP. DEF by Psychic
focusing the mind.
05 Roar Makes the foe flee to end the battle. Normal
06 Toxic Poisons the foe Poison
07 Hail Summons a hailstorm that strikes every Ice
turn.
08 Bulk Up Bulks up the body to boost both ATTACK Fight
and DEFENSE.
09 Bullet Seed Shoots 2 to 5 seeds in a row to strike the Grass
foe.
10 Hidden Power The effectiveness varies with the user. Normal
11 Sunny Day Boosts the power of FIRE- type moves Fire
for 5 turns.
12 Taunt Taunts the foe into only using attack Dark
moves.
13 Ice Beam Blasts the foe with an icy beam that may Ice
freeze it.
14 Blizzard Hits the foe with an icy storm that may Ice
freeze it.
15 Hyper Beam Powerful, but leaves the user immobile Normal
the next turn.
16 Light Screen Creates a wall of light that lowers Psychic
SP. ATK damage.
17 Protect Creates a Barrier that evades attack. Normal
Does not work all the time.
18 Rain Dance Boosts the power of WATER- type moves Water
for 5 turns.
19 Giga Drain An attack that steals half the damage Grass
inflicted.
20 Safeguard A mystical force prevents all status Normal
problems.
21 Frustration An attack that is stronger if the trainer is Normal
disliked.
22 Solarbeam Absorbs light in one turn, then attacks Grass
next turn.
23 Iron Tail Attacks with a rock-hard tail. May lower Steel
DEFENSE.
24 Thunderbolt A strong electrical attack that may paralyze Electric
the foe.
25 Thunder A lightning attack that may cause paralysis. Electric
26 Earthquake A powerful quake, but has no effect on Ground
flying foes.
27 Return An attack that increases in power with Normal
friendship.
28 Dig Digs underground the first turn and strikes Ground
next turn.
29 Psychic A powerful psychic attack that may lower Psychic
SP. DEF.
30 Shadow Ball Hurls a black blob that may lower the Ghost
foe's SP. DEF.
31 Brick Break Destroys barriers such as REFLECT and Fight
causes damage.
32 Dble Team Creates illusory copies to raise Normal
evasiveness.
33 Reflect Creates a wall of light that weakens Psychic
physical attacks.
34 Shk Wave A fast and unavoidable electric attack. Electric
35 Flm thrower A powerful fire attack that may inflict a burn. Fire
36 Sldge Bomb Sludge is hurled to inflict damage. Poison
May also poison.
37 Sandstorm Causes a sandstorm that rages for several Rock
turns.
38 Fire Blast A fiery blast that scorches all. May cause a Fire
burn.
39 Rock Tomb Stops the foe from moving with rocks and Rock
cuts SPEED.
40 Aerial Ace An extremely speedy and unavoidable Flying
attack.
41 Torment Torments the foe and stops successive Dark
use of a move.
42 Facade Boosts ATTACK when burned, paralyzed, Normal
or poisoned.
43 Scret Pwr An attack with effects that vary by location. Normal
44 Rest The user sleeps for 2 turns, restoring HP Psychic
and status.
45 Attract Makes the opposite Gender less likely to Normal
attack.
46 Thief While attacking, it may steal the foe's held Dark
item.
47 Steel Wing Strikes the foe with hard wings spread wide. Steel
48 Skill Swap The user swaps special abilities with the Psychic
target.
49 Snatch Steals the effects of the move the foe uses Dark
next.
50 Overheat Allows a full-power attack, but sharply lowers Fire
SP. ATK.
51 Roost Restores half of max HP Flying
52 Focus Blst May lower foe's SP.DEF one stage Fight
53 Energy Ball May lower foe's SP.DEF one stage Grass
54 False Swipe An attack that leaves the foe with at least 1 HP. Normal
55 Brine Power doubles if foe's HP is less than half Water
56 Fling Hurls out held item, power depends on held Dark
item
57 Chrg Beam High chance of raising user's SP.ATT one Electric
stage
58 Endure Endures any attack for 1 turn, leaving at least Normal
1HP.
59 Drgn Pulse No Added Effect Dragon
60 Drain Punch User recovers half the damage inflicted Fight
61 Will-o-wisp Inflicts a burn on the foe with intense fire. Fire
62 Silver Wind A powdery attack that may raise abilities. Bug
63 Embargo Foe is unable to use held items Dark
64 Explosion Inflicts severe damage but makes the user Normal
faint.
65 Shdw Claw High critical hit ratio Ghost
66 Payback Power doubles if user receives damage first Dark
67 Recycle Recycles a used item for one more use. Normal
68 Giga Impact User cannot attack next turn Normal
69 Rock Polish Raises users SPEED two stages Rock
70 Flash Looses a powerful blast of light that cuts Normal
accuracy.
71 Stone Edge High critical hit ratio Rock
72 Avalanche Power doubles if user receives damage first Ice
73 Thder Wave A weak jolt of electricity that paralyzes the foe. Electric
74 Gyro Ball Power depends on foe's SPEED Steel
75 Swrds Dnce A fighting dance that sharply raises ATTACK. Normal
76 Stealth Rock Causes damage when foe switches Pokémon Rock
77 Psych Up Copies the foe's effect(s) and gives to the user. Normal
78 Captivate Lowers opposite Gender foe's SP.ATT two Normal
stages
79 Dark Pulse May cause foe to flinch Dark
80 Rock Slide Large boulders are hurled. May cause Rock
flinching.
81 X-Scissor No Added Effect Bug
82 Sleep Talk Uses an own move randomly while Normal
asleep.
83 Natural Gift Power and type of move depends on the held Normal
berry
84 Poison Jab May poison foe Poison
85 Dream Eater Takes one half the damage inflicted on a Psychic
sleeping foe.
86 Grass Knot Power increases if foe is heavy Grass
87 Swagger Confuses the foe, but also sharply raises Normal
ATTACK.
88 Pluck Power doubles if foe is holding a berry Flying
89 U-Turn User switches out automatically after attack Bug
90 Substitute Creates a decoy using 1/4 of the user's Normal
maximum HP.
91 Flash Cannon May lower foe's SP.ATT one stage Steel
92 Trick Room Slower Pokémon attacks first in 5 turns Psychic
Below are TMs that are rewards which can be used after a gym badge is obtained. They are also used in order to open new areas to explore.
HM01 Cut Cuts the foe with sharp scythes, claws, etc. Normal
HM02 Fly Flies up on the first turn, then strikes the next turn. Flying
HM03 Surf Creates a huge wave, then crashes it down on the Water
foe.
HM04 Strength Builds enormous power, then slams the foe. Normal
HM05 De Fog Lowers foe's evasiveness Flying
HM06 Rock Smash A rock-crushing attack that may lower DEFENSE. Fight
HM07 Waterfall Charges the foe with speed to climb waterfalls. Water
HM08 Rock Climb May induce confusion Normal
Bicycle
The bicycle is earned later in the game when more of the world is open to the trainer but it is getting harder to travel around. The bike allows for faster travel along with letting you get to specific areas that can not be accessed by foot.
Berries
Along the road there are areas for soft, fertial soil. It is in these spots that berries can be planted. Berries can do a mulititude of things from restoring health to fixing an ailment on the pokemon. They take some time to grow and if they are neglected then they will no longer grow there. Berries can also be mixed into dishes that can boost certian traits of the pokemon to better enhance their chances in the Pokemon Contests.











