Hey, sorry for the imcomplete promise. I had stuff to do. I'll be gone for the next week, so I'll get the effects done right now. It goes Move, effects, power, accuracy, pp, type.
TM 94: Freak Out: can only be used when in red health. always hits, 100, -, 5, dark
TM 96: Ice Freeze: freezes the opponent, -, 70, 10, ice
TM 97: Glass Bomb: No added effect, 80, 100, 15, normal
TM 98: Glaze: removes opponents ability and lowers speed by 2, -, 100, 20, normal
TM 100: Night Shadow: similar to rain dance. makes the field dark and powers up ghost, dark, and poison. makes normal immune to ghost, -, -, 10, ghost
TM 101: Over Rule: Raises every stat by one, -, -, 15, psychic
TM 104: Pulzerize: May paralyze 15%, 50, 100, 15, electric
TM 108: Barrel: May raise defense or Sp. defense by one, 65, 90, 20, water
TM 109: Flare Gun: High chance of burn 50%, 40, 100, 10, fire
TM 112: Juggle: Takes opponents item and own item and attacks. power depends on item(s), -, 100, 10, psychic
TM 113: Draco Horn: No added effect, 90, 100, 10, dragon
TM 114: Long Prong: May raise attack by one, 65, 100, 20, normal
TM 118: Poison Breach: The weaker, the stronger. 25% poison, -, 100, 25, posion
TM 120: Pop Jump: like bounce, 100, 85, 5, flying
TM 122: Up root: gets rid of Ingrain and becomes more powerful, -, 100, 20, grass
TM 123: Psychic Drain: similar to Drain punch, 70, 100, 20, psychic
TM 124: Marble Point: No added effect, 60, 100, 20, ground
TM 126: Heat Up: similar to charge, but increases fire moves, 45, 100, 15, fire
TM 128: Thunder Beam: May paralyze 15%, 50, 100, 15, electric
TM 129: Purrr: lowers special defense and defense by one, -, -, 35, normal
TM 130: Whip out: frees user from sand tomb, fire spin, etc., 20, 100, 35, fighting
TM 131: Dragon Sword: high critical hit ratio, 80, 100, 15, dragon
TM 132: Stench: May cause paralyze 15%, lowers opponents stats by one, -, 100, 20, poison
TM 133: Lasso: Similar to wrap, lowers evasion and defense of opponent, 15, 85, 20, grass
TM 135: Phase Out: Evades the next move, raises defense, -, -, 5, psychic
TM 136
name changed to X-ray Beam):shows opponents item and attacks, 35, 100, 10, normal
TM 137: Ghost Ray: Inflicts curse effect. user becomes confused, 10, 100, 10, ghost
TM 138: Serpanet Haze: gives team mist effect, 35, 100, 35, dragon
TM 139: Psychic Daze: May induce Confusion, 75, 100, 15, psychic
Ice master: I edited these next attacks a little
TM 143: Dragon Power: Must recharge after use, 120, 100, 5, dragon
TM 144: Swirl Cut: High Critical hit ratio, 90, 100, 5, grass
TM 145: Flame Wave: Can only be used in red health, 150, 100, 5, Fire
TM 146: Wind Boit: Recoil damage, 90, 100, 15, Flying
Here's how Dash works:
There will be parts of the game that are similar to the things you ride up with bikes but much longer. You can't get past these parts with out Dash which juts you across the "mud pits". Dash will be taught to fast pokemon such as Voltorb and Ponyta.(i.e)
Here's Dash's in battle effect: Raises speed by two, 70, 100, 20, normal
Ice master: Feel free to make any changes (after all, it is your games)
TM 94: Freak Out: can only be used when in red health. always hits, 100, -, 5, dark
TM 96: Ice Freeze: freezes the opponent, -, 70, 10, ice
TM 97: Glass Bomb: No added effect, 80, 100, 15, normal
TM 98: Glaze: removes opponents ability and lowers speed by 2, -, 100, 20, normal
TM 100: Night Shadow: similar to rain dance. makes the field dark and powers up ghost, dark, and poison. makes normal immune to ghost, -, -, 10, ghost
TM 101: Over Rule: Raises every stat by one, -, -, 15, psychic
TM 104: Pulzerize: May paralyze 15%, 50, 100, 15, electric
TM 108: Barrel: May raise defense or Sp. defense by one, 65, 90, 20, water
TM 109: Flare Gun: High chance of burn 50%, 40, 100, 10, fire
TM 112: Juggle: Takes opponents item and own item and attacks. power depends on item(s), -, 100, 10, psychic
TM 113: Draco Horn: No added effect, 90, 100, 10, dragon
TM 114: Long Prong: May raise attack by one, 65, 100, 20, normal
TM 118: Poison Breach: The weaker, the stronger. 25% poison, -, 100, 25, posion
TM 120: Pop Jump: like bounce, 100, 85, 5, flying
TM 122: Up root: gets rid of Ingrain and becomes more powerful, -, 100, 20, grass
TM 123: Psychic Drain: similar to Drain punch, 70, 100, 20, psychic
TM 124: Marble Point: No added effect, 60, 100, 20, ground
TM 126: Heat Up: similar to charge, but increases fire moves, 45, 100, 15, fire
TM 128: Thunder Beam: May paralyze 15%, 50, 100, 15, electric
TM 129: Purrr: lowers special defense and defense by one, -, -, 35, normal
TM 130: Whip out: frees user from sand tomb, fire spin, etc., 20, 100, 35, fighting
TM 131: Dragon Sword: high critical hit ratio, 80, 100, 15, dragon
TM 132: Stench: May cause paralyze 15%, lowers opponents stats by one, -, 100, 20, poison
TM 133: Lasso: Similar to wrap, lowers evasion and defense of opponent, 15, 85, 20, grass
TM 135: Phase Out: Evades the next move, raises defense, -, -, 5, psychic
TM 136
TM 137: Ghost Ray: Inflicts curse effect. user becomes confused, 10, 100, 10, ghost
TM 138: Serpanet Haze: gives team mist effect, 35, 100, 35, dragon
TM 139: Psychic Daze: May induce Confusion, 75, 100, 15, psychic
Ice master: I edited these next attacks a little
TM 143: Dragon Power: Must recharge after use, 120, 100, 5, dragon
TM 144: Swirl Cut: High Critical hit ratio, 90, 100, 5, grass
TM 145: Flame Wave: Can only be used in red health, 150, 100, 5, Fire
TM 146: Wind Boit: Recoil damage, 90, 100, 15, Flying
Here's how Dash works:
There will be parts of the game that are similar to the things you ride up with bikes but much longer. You can't get past these parts with out Dash which juts you across the "mud pits". Dash will be taught to fast pokemon such as Voltorb and Ponyta.(i.e)
Here's Dash's in battle effect: Raises speed by two, 70, 100, 20, normal
Ice master: Feel free to make any changes (after all, it is your games)