One of the aspects of the Pokémon franchise fans appreciate is the ability to customize your Pokémon – to make them at least a little different from everybody else's Pokémon. One of the best ways to do this is through the use of Technical Machines; also called TMs for short. TMs give Pokémon special attack and defensive maneuvers they would not have access to normally. Many of these TMs are not that much better than a Pokémon’s natural abilities. Some of the TMs are extremely powerful and can take a Pokémon to the next level in terms of battle efficacy. The stats given for these TMs are for the current generation.
10 Stone Edge
Stone Edge, which is TM 71, was introduced in generation four – Diamond, Pearl, and Platinum. This TM has a damage of 100, which is respectable, and an accuracy of 80%. The accuracy is not the best, but this is typical of high damage attacks. Stone Edge has the added bonus of having an increased chance to score a critical hit; from a 1/16 chance to 1/8. The PP count is only 5 but can be increased to 8. Using Rockium Z can increase Stone Edge’s power to 180, and using Lycanium Z will increase its power to a devastating 190.
Thunderbolt, which is TM 24, was introduced in generation one – Red, Blue, Green, and Yellow. Thunderbolt is a great attack to start a battle with since it has a 10% chance to paralyze the opposing pokémon. Thunderbolt’s attack power is 90, and has an accuracy of 100%.
This makes it one of the strongest attacks with a 100% accuracy rating. When using Electrium Z, its attack power is increased to 175. This TM also has a generous 15 PP count; which can be increased to 24 - so there is no need to ration this attack for use against stronger Pokémon.
8 Energy Ball
Energy Ball, which is TM 53, was introduced in generation four. This useful TM has an attack power of 90, and an accuracy of 100%. Energy Ball also lowers the opposing Pokémon’s special defense one stage (to a maximum of six stages); so it deals respectable damage while simultaneously ensuring that Pokémon will take more damage on subsequent rounds from special attacks. Energy Ball has 10 PP points, but this usually is just enough PP to use it liberally between visits to the Pokémon centers for healing. If using Grassium Z, Energy Ball has an attack power of 175.
Psychic, which is TM 29, was introduced in generation one. This TM is very similar to Energy Ball, but is slightly better due to it being a psychic attack rather than a grass attack. There are fewer Pokémon with damage resistance to psychic damage than grass damage. The attack power is 90, and the accuracy is 100%. Like Energy Ball, Psychic has a 10% chance of lowering the opposing Pokémon’s special defense by one stage. Also like Energy Ball, this TM has a PP count of 10. If using Psychium Z, the attack power rises to 175.
Toxic, which is TM 06, was introduced in generation one. Toxic is often overlooked because it doesn’t do immediate damage but rather causes poison damage at the end of each round. This TM causes the opposing Pokémon to be badly poisoned and causes the poison damage to increase each round.
The first round it deals 1/16 of the opponent’s maximum hit points, and each round this increases by an additional 1/16. This TM is devastating when used with Venoshock, which has an attack power of 120 if the enemy is poisoned. Toxic has a PP count of 10.
5 Ice Beam
Ice Beam, which is TM 13, was introduced in generation one. Ice Beam has an attack power of 90, and an accuracy of 100%. Additionally, opposing pokémon have a 10% chance of being frozen by Ice Beam. Originally this had a power of 95, but the power rating was lowered in generation six. Blizzard is a stronger cold attack than Ice Beam, with a power of 110; however, Blizzard only has a 70% accuracy rate. This makes Ice Beam slightly better – it sacrifices 20 in power to gain 30% additional accuracy. Plus, Ice Bram has a 10 PP count compared to Blizzard’s 5 PPs.
4 Poison Jab
Poison Jab, which is TM 84, was introduced in generation four. This TM has a power of 80, and an accuracy of 100%. Poison Jab also has a 30% chance of poisoning the opposing pokémon. Where this TM is better than other TMs with similar power and accuracy is the possibility to deal extra damage via poison, and because it has a PP count of 20. This is the highest PP count per damage of any TM. Much like Toxic, Poison Jab works well with Venoshock. If using Poisonium Z, this TM has a power of 160.
3 Hyper Beam
Hyper Beam, which is TM 15, was introduced in generation one and is one of the strongest normal attack TM. It has a power of 150 and an accuracy of 90%; this is one of the best power-to-accuracy ratios of any pokémon attack. There are two drawbacks to Hyper Beam though, the first being it only has a PP count of 5 (which can be raised to 8).
The second drawback is that when Hyper Beam is used it forces the pokémon to wait a round before being able to act again. This wait can be avoided by simply using it as a finishing move.
Earthquake, which is TM 26, was introduced in generation one. This is one of the most versatile attacks, having a power of 100 and an accuracy of 100%. This has the highest damage output for a TM with 100% accuracy that doesn’t also require special conditions to hit (like Dream Eater). This TM does double damage when an enemy is underground due to using the Dig ability. This doesn’t happen often but is highly predictable for trainers that know which pokémon use Dig. Earthquake has a PP count of 10, but this can be raised to 16.
1 Fire Blast
Fire Blast, which is TM 38, was introduced in generation one. This TM has a respectable power of 110 (120 in generations 1-5), and an accuracy of 85%; which is a superb power-to-accuracy ratio. In addition to its high damage potential, Fire Blast has a 10% chance of burning the opposing Pokémon. Burned pokémon take additional damage at the end of each round and deal half damage when using normal (physical) attacks. The only real negative to having a Pokémon learn Fire Blast is that it only has a PP count of 5, but this can be raised to 8.