Sunday, January 24, 2010

Move Tutors & Replenishable TMs

A full list of TMs that can be acquired multiple times, as well as Move Tutor attacks, and a note on their usefulness.

Department Store Dealings

Goldenrod City:
TM70 - Flash (1000): Not the best move in battle, but could be useful in those dark caves; and thanks to an accuracy boost to 100%, it does have some battle usefulness. Still probably not the best as a permanent move.
TM17 - Protect (2000): An all-around useful move, good for scouting out an enemy's attacks, if nothing else. Exact use will depend on other factors.
TM54 - False Swipe (2000): Useless in battle, but absolutely critical for Pokemon-catching endeavors.
TM83 - Natural Gift (2000): It's basically a one-off physical attack of some type against the enemy. Situationally marginally useful in competitive battling; in regular battles it'll just use up a lot of Berries.
TM16 - Light Screen (2000): Fairly useful team-supporting move.
TM33 - Reflect (2000): See above.
TM22 - Solarbeam (3000): Use with Sunny Day enthusiasts.
TM57 - Focus Blast (5500): Low accuracy, but this move is probably the best way to make sure that Dark-types don't get the best of your Psychic-types.
TM38 - Fire Blast (5500): Fire Blast's accuracy is a bit more manageable compared to its power, and in many cases it's a reasonable alternative to Flamethrower.
TM25 - Thunder (5500): Use with Rain Dance enthusiasts.
TM14 - Blizzard (5500): Use with Hail enthusiasts.
TM15 - Hyper Beam (7500): Okay in-game when the Shift rule is in effect. In actual battle, though, the recovery turn usually hinders this attack's usability.

Celadon City:
TM21 - Frustration (1000): Not very useful at all. Try Return instead.
TM27 - Return (1000): A base 102 attack at max Happiness is nothing to scoff at. Very useful on many physical attackers, especially Normal-types.
TM87 - Swagger (1500): Situationally useful, moreso on Special Attackers.
TM78 - Captivate (1500): Not that useful at all. Generally better to use Amnesia or something.
TM12 - Taunt (1500): Extremely useful in a number of situations.
TM41 - Torment (1500): Extremely situational.
TM20 - Safeguard (2000): Might be kind of useful in a few cases when the Pokemon can't learn the move on its own.
TM28 - Dig (2000): In-game, it's a decent Ground-type attack. That, and it's basically a free Escape Rope.
TM76 - Stealth Rock (2000): A move that's become extremely popular in competitive battling, for good reason.
TM55 - Brine (3000): A rather situational attack.
TM72 - Avalanche (3000): A good physical Ice-type attack to consider.
TM79 - Dark Pulse (3000): An extremely useful special Dark attack, great for taking out Psychics and Ghosts.

Game Corner Gifts

(prices are in coins this time)

Goldenrod City:
TM90 - Substitute (2000): A very useful move in a large number of situations.
TM75 - Swords Dance (4000): A great move for physical sweepers.
TM44 - Rest (6000): Use on a Pokemon with Hydration, or on a Sleep Talker.
TM35 - Flamethrower (10000): A great move, though most Pokemon who could use it can already learn it on their own.
TM13 - Ice Beam (10000): A ridiculously useful move. Pretty much The Exterminator of Dragons.
TM24 - Thunderbolt (10000): A really great move for many Pokemon. For some reason, a lot of Electric-types who would love this move can't learn it on their own, making it even more important.

Celadon City:
TM58 - Endure (2000): Could be used on someone with Reversal, Flail, or Endeavor.
TM32 - Double Team (3000): Annoyance attack. Banned in many competitive circles, but could be used on a non-competitive team.
TM10 - Hidden Power (6000): Could be very useful, depending on the IVs of the Pokemon. Very hard to have it work properly, though.
TM29 - Psychic (10000): Very important for those Psychic-types who can't learn it on their own, as well as assorted others here and there.
TM74 - Gyro Ball (10000): Potentially very powerful in the hands of a slow Steel-type.
TM68 - Giga Impact (15000): Like Hyper Beam for the physical-minded. That high price makes it even more unattractive, though.

Import from Sinnoh:
TM89 - U-Turn (6000): A useful move in many situations, to be sure.

Battle Frontier Bonuses

(prices in Battle Points)

TM06 - Toxic (32): Hugely useful disruptive attack.
TM73 - Thunder Wave (32): See above.
TM61 - Will-o-Wisp (32): See above.
TM45 - Attract (32): Probably the least useful of the disruptive attacks.
TM40 - Aerial Ace (40): Somewhat useful on a handful of Pokemon. Moreso ingame against highly-evasive foes.
TM31 - Brick Break (40): Still the most reliable Fighting-type attack out there, and still has its uses.
TM08 - Bulk Up (48): Good move, though most would prefer Swords Dance, but not everyone can learn that.
TM04 - Calm Mind (48): Great move. Some might prefer Nasty Plot, but even fewer can learn that...
TM81 - X-Scissor (64): Good reliable physical Bug attack. Hasn't really been one until this generation, for some reason.
TM30 - Shadow Ball (64): See Dark Pulse, above. Great for Psychic-types, who could use a good anti-Psychic and anti-Ghost attack but who oftentimes can't access Dark Pulse.
TM53 - Energy Ball (64): Good reliable special Grass attack. Same comment as for X-Scissor.
TM36 - Sludge Bomb (80): Most useful for certain special-oriented Poison-types.
TM59 - Dragon Pulse (80): Potentially useful for Dragons who can't learn the move on their own.
TM71 - Stone Edge (80): An extremely powerful, if somewhat inaccurate Rock-type attack widely considered the best of its type. (Basically a Rock-type Cross Chop.) Pairs well with Earthquake, too.
TM26 - Earthquake (80): ...Well, it's Earthquake. 'Nuff said.

Pickup Prizes

Numbers are levels at which item can be Picked Up, at a 1% rate. (It's going to be a tough endeavor...)

Johto/Kanto:
TM56 - Fling (51-70): Another one of those one-off moves, situationally useful.
TM86 - Grass Knot (71-90): A useful attack on many Pokemon, especially to take down "bulky Waters".
TM26 - Earthquake (91-100): See previous mention.

Sinnoh:
TM44 - Rest (51-70): See previous mention.
TM01 - Focus Punch (71-90): An extremely powerful attack. Its use is hindered by its go-last-flinch-if-hit mechanics, but with good prediction and/or Substitute help, it can be used to great effect.

Pokewalker Prizes

(Numbers are number of steps before item starts appearing)

Dark Cave: TM18 - Rain Dance (6000)
Blue Lake: TM11 - Sunny Day (5000)
Town Edge: TM37 - Sandstorm (5000)
Cold Mountainpath: TM07 - Hail (6000)
White Lake: TM68 - Giga Impact (10000)
Quiet Cave:
TM10 - Hidden Power (5000)
TM15 - Hyper Beam (10000)

Other assorted TMs
TM02 - Dragon Claw: Apparently, you can win this nice, reliable physical Dragon attack in the Goldenrod Lottery. Good luck with that.
TM21/TM27: Just like before, you can get these prior to your Kanto move by showing a Pokemon of appropriate affection to a woman in the Goldenrod Department Store.
TM07/TM11/TM18/TM37: These TMs can be brought over from Sinnoh, where one can get them by giving someone 10 of a certain color shard. Said shards can be recursively brought to Sinnoh from Johto, if desired.

Move Tutors

There are a ton of Move Tutor moves. Only the most notable ones will be noted. Prices are in BP.

Headbutt (Free) - Not the best move competitively (unless your name is Dunsparce), but important for headbutting trees so as to knock loose the Pokemon hiding inside them.
Aqua Tail (40) - Waterfall is usually a good alternative, but this one works on certain Pokemon that can't learn that HM...
Earth Power (40) - The Special Attacker's answer to Earthquake. A nice move for those inclined in that direction.
Iron Head (40) - The most reliable and accurate Steel-type attack. Comes with a nice 30% flinch rate, too!
Seed Bomb (40) - A reliable physical Grass attack for Pokemon who need reliable physical Grass attacks. Or any physical Grass attacks in some cases.
Super Fang (40) - Still have to figure out just how viable a Super Fang/Brine combo is.
Heat Wave (48) - More useful in 2 vs. 2, where the move can hit both opponents.
Outrage (48) - Incredibly powerful physical Dragon attack.
Superpower (48) - A massively powerful Fighting attack. Similar to Close Combat, only it lowers Attack and Defense.
Endeavor (64) - FEAR.
Pain Split (64) - Can be a unique way of healing.
Bug Bite (32) - Not the most useful on its own, but could be used on certain Technicians.
Knock Off (40) - A way of getting rid of an enemy's item without having to give up your own.
Sucker Punch (40) - A nasty way of getting the jump on an enemy.
Trick (48) - Best used to give a bad item to your opponent.
Vacuum Wave (48) - Mach Punch for Special Attackers.
Fire Punch (64) - Reliable physical Fire attack.
Ice Punch (64) - Reliable physical Ice attack.
ThunderPunch (64) - Reliable physical Electric attack.
Zen Headbutt (64) - Not-so-reliable physical Psychic attack. Does come with a flinch chance, though.
Block (32) - Trapping move.
Gravity (32) - A potentially very useful move, good for improving accuracy and letting your Ground-types lay the smack-down on flyers and Levitators.
Magic Coat (32) - A sneaky move for throwing assorted disruptive attacks back at their attackers.
Magnet Rise (40) - Make an Electric-type immune to Ground attacks? Could be useful.
Heal Bell (48) - Extremely useful team curative move.

Diamond/Pearl/Platinum only:
Draco Meteor - Extremely powerful special Dragon attack, although it does lower your Special Attack afterwards.

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