Dragon Ball Z Team Training Wiki
(Moved "TMs and HMs learned by Fighters" list to new page.)
Tags: Visual edit apiedit
(Added link to TMs and HMs page.)
Tags: Visual edit apiedit rollback
Line 2: Line 2:
   
 
== TM/HM Case ==
 
== 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 [http://www.psypokes.com/frlg/tmhm.php PsyPokes' guide to TMs/HMs].
+
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].
  +
  +
To see the TMs and HMs each fighter can learn, visit the [[TMs and HMs]] page.
   
 
=== '''<u>TMs</u>''' ===
 
=== '''<u>TMs</u>''' ===
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.
+
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.
   
 
{| class="article-table"
 
{| class="article-table"
Line 367: Line 369:
   
 
=== '''<u>HMs</u>''' ===
 
=== '''<u>HMs</u>''' ===
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.
+
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.
 
{| class="article-table"
 
{| class="article-table"
 
|'''ID'''
 
|'''ID'''

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

Hidden Items