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== TM/HM Case == |
== TM/HM Case == |
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− | Along your journey, you'll come along items known as TMs (Technical Machines) and HMs (Hidden Machines). Put simply, these items are used to teach moves to your |
+ | Along your journey, you'll come along items known as TMs (Technical Machines) and HMs (Hidden Machines). Put simply, these items are used to teach moves to your fighters, as opposed to having them learn a small number of moves via levelling up. Not all fighters can learn all moves, however. Below, you'll find the details for each type. For details on the moves originally from Pokemon: Fire Red, visit [http://www.psypokes.com/frlg/tmhm.php PsyPokes' guide to TMs/HMs]. |
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+ | To see the TMs and HMs each fighter can learn, visit the [[TMs and HMs]] page. |
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=== '''<u>TMs</u>''' === |
=== '''<u>TMs</u>''' === |
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− | There are 50 TMs in total (not all of which may be found in DBZ Team Training). Each TM can be used once to teach a |
+ | There are 50 TMs in total (not all of which may be found in DBZ Team Training). Each TM can be used once to teach a fighter a move, and then disappears from your inventory's case. TM moves are only used in battle and, just like regular fighter moves, can be replaced anytime by another TM move, a new fighter move learned via level up, or an HM move. Most TMs can be bought, and can also be obtained through defeating trainers or found on the ground. |
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=== '''<u>HMs</u>''' === |
=== '''<u>HMs</u>''' === |
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− | There are 7 HMs in DBZ Team Training. Unlike TMs, HMs can be used an unlimited number of times. They cannot be bought, as they are only obtained once and then forever retained in your inventory. As well, they can be used out of battle to unlock new pathways, and thus are necessary to complete the game. The number of |
+ | There are 7 HMs in DBZ Team Training. Unlike TMs, HMs can be used an unlimited number of times. They cannot be bought, as they are only obtained once and then forever retained in your inventory. As well, they can be used out of battle to unlock new pathways, and thus are necessary to complete the game. The number of fighters who can learn HM moves is usually small. The only way to forget an HM move is through the Move Deleter, who you encounter near the end of the game (post-game segment aside). Thus, it is highly recommended to spend HMs on "dummy" fighters who you carry in your party solely for the HMs. |
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Revision as of 04:51, 23 August 2016
Key Items
TM/HM Case
Along your journey, you'll come along items known as TMs (Technical Machines) and HMs (Hidden Machines). Put simply, these items are used to teach moves to your fighters, as opposed to having them learn a small number of moves via levelling up. Not all fighters can learn all moves, however. Below, you'll find the details for each type. For details on the moves originally from Pokemon: Fire Red, visit PsyPokes' guide to TMs/HMs.
To see the TMs and HMs each fighter can learn, visit the TMs and HMs page.
TMs
There are 50 TMs in total (not all of which may be found in DBZ Team Training). Each TM can be used once to teach a fighter a move, and then disappears from your inventory's case. TM moves are only used in battle and, just like regular fighter moves, can be replaced anytime by another TM move, a new fighter move learned via level up, or an HM move. Most TMs can be bought, and can also be obtained through defeating trainers or found on the ground.
ID | Move # | Name | Cost (Zeni) | Location | Notes |
---|---|---|---|---|---|
01 | 183 | Mach Punch | 3000 | Z-Store (West City) | |
02 | 179 | Energy Punch | 3000 | ||
03 | 340 | Diving Kick | 3000 | ||
04 | 223 | Dynamite Kick | 3000 | ||
05 | 74 | Power Up | 1000 | Z-Store (West City) | |
06 | 110 | Guard | 3000 | ||
07 | 97 | Speed Up | 3000 | ||
08 | 104 | Zanzoken/ Afterimage | 3000 | ||
09 | 21 | Tail Smash | 3000 | ||
10 | 245 | Shunkan/ Dash Attack | 3000 | Z-Store (West City) | |
11 | 344 | Flash Attack | 2000 | Game Corner (West City) for coins | 4000 coins (80,000 Zeni) |
12 | 46 | Energy Ball | 3000 | Z-Store (West City) | |
13 | 52 | Energy Shot | 3000 | Z-Store (West City) | |
14 | 73 | Eye Beam | 5500 | ||
15 | 61 | Kikoha/ Ki Blast | 7500 | Z-Store (West City) | |
16 | 64 | Mouth Blast | 3000 | ||
17 | 295 | Energy Field | 3000 | ||
18 | 53 | Fire Breath | 2000 | ||
19 | 75 | Kienzan/ Destructo Disk | 3000 | Game Corner (West City) for coins | 3500 coins (70,000 Zeni) |
20 | 79 | Kamehameha | 3000 | ||
21 | 173 | Shield | 1000 | ||
22 | 322 | Telepathy | 3000 | ||
23 | 100 | Teleport | 3000 | ||
24 | 246 | Kinesis | 3000 | Game Corner (West City) for coins | 3000 coins (60,000 Zeni) |
25 | 93 | Kiai | 5500 | Game Corner (West City) for coins | 3000 coins (60,000 Zeni) |
26 | 269 | Taunt | 3000 | ||
27 | 168 | Thief | 1000 | ||
28 | 91 | Dig | 2000 | TM-only move | |
29 | 153 | Explosion | 2000 | ||
30 | 37 | Dragon Rush | 3000 | Game Corner (West City) for coins | 4000 coins (80,000 Zeni) |
31 | 280 | Brick Break | 3000 | TM-only move | |
32 | 104 | Zanzoken/ Afterimage | 2000 | Copy of TM #08 | |
33 | 115 | Reflect | 3000 | TM-only move | |
34 | 351 | Shockwave | 3000 | TM-only move | |
35 | 53 | Fire Breath | 3000 | ||
36 | 188 | Revenge Ball | 1000 | ||
37 | 201 | Dragon Beam | 2000 | ||
38 | 126 | Hell Shot | 5500 | ||
39 | 317 | Rock Tomb | 3000 | TM-only move | |
40 | 332 | Iai/ Snap Slash | 3000 | ||
41 | 259 | Torment | 3000 | TM-only move | |
42 | 263 | Facade | 3000 | TM-only move | |
43 | 290 | Secret Power | 3000 | TM-only move | |
44 | 156 | Rest | 3000 | TM-only move | |
45 | 213 | Laser Blast | 3000 | ||
46 | 168 | Thief | 3000 | Copy of TM #27 | |
47 | 211 | Steel Wing | 3000 | TM-only move | |
48 | 285 | Change | 3000 | ||
49 | 289 | Snatch | 3000 | TM-only move | |
50 | 315 | Burning Rush | 3000 |
HMs
There are 7 HMs in DBZ Team Training. Unlike TMs, HMs can be used an unlimited number of times. They cannot be bought, as they are only obtained once and then forever retained in your inventory. As well, they can be used out of battle to unlock new pathways, and thus are necessary to complete the game. The number of fighters who can learn HM moves is usually small. The only way to forget an HM move is through the Move Deleter, who you encounter near the end of the game (post-game segment aside). Thus, it is highly recommended to spend HMs on "dummy" fighters who you carry in your party solely for the HMs.
ID | Move # | Name | Power/Acc/PP | Description |
1 | 15 | Cut | 50/95/30 | A Basic attack. It can be used to cut down thin trees and grass |
2 | 19 | Fly | 70/95/15 | A 2-turn move that hits on the 2nd turn. Use it to fly to any known town |
3 | 57 | Surf | 95/100/15 | A big wave crashes down on the foe. Can also be used for crossing water. |
4 | 70 | Strength | 80/100/15 | The foe is slugged at maximum power. Can also be used to move boulders. |
5 | 148 | Taiyouken (Flash) | --/85/20 | A blast of light that cuts the foe's accuracy. It also illuminates caves. |
6 | 249 | Rock Smash | 40/100/15 | An attack that may also cut DEFENSE. It can also smash cracked boulders. |
7 | 127 | Waterfall | 80/100/15 | A powerful charge attack. It can also be used to climb a waterfall. |
Items on the Ground
North Forest
- Capsule on the center-left side
- Onigiri on the bottom-right side
- Repel on the pathway from the right
- Onigiri in the grass-less area near the exit