Pokémon Yellow
Pokémon Yellow

Move Sets & TMs/HMs Usage

Strategize your Pokémon Yellow battles by mastering move sets and TMs. Understand the single-use nature of TMs and the utility of HMs for Kanto exploration.

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Move Sets & TMs/HMs Usage

Mastering your Pokémon's move sets and strategically utilizing Technical Machines (TMs) and Hidden Machines (HMs) is paramount to success in Pokémon Yellow. Unlike later generations, TMs in Generation 1 are single-use items, making their application a critical decision. HMs, however, can be used infinitely and are essential for navigating the Kanto region.

Understanding TMs: One-Time Power-Ups

TMs teach specific moves to compatible Pokémon. Since they are consumed upon use, careful planning is key. Consider which Pokémon will benefit most from a powerful TM move, especially for type coverage or to strengthen a weaker attack stat.

Early Game TM Acquisition & Recommendations:

  • TM01 (Mega Punch): Found in the Celadon Department Store for 3000 Poké Dollars. A decent early-game Normal-type attack for Pokémon with good Attack stats, like Mankey or Nidoran (male).
  • TM05 (Mega Kick): Also available at the Celadon Department Store for 3000 Poké Dollars. Similar to Mega Punch but with higher power and lower accuracy. Consider for Pokémon that can afford a slight accuracy drop for more damage.
  • TM08 (Body Slam): A powerful Normal-type move with a chance to paralyze. Obtainable from a man in the Pokémon Mansion on Cinnabar Island. This is an excellent TM to save for a strong physical attacker later in the game, such as Snorlax.
  • TM17 (Submission): Found in the Silph Co. building on the 7th floor. A strong Fighting-type move, but it inflicts recoil damage. Best used on Pokémon with high HP or those that need a Fighting-type option against Rock or Ice types.
  • TM28 (Dig): Acquired after defeating the Rocket Grunt in the Cerulean City house (the one you enter by cutting a bush). Not only a decent Ground-type attack, but it also allows you to escape from caves and dungeons. Teach it to a Ground-type or a Pokémon that can learn it for utility.
  • TM34 (Bide): Given by a trainer on Route 11. This move stores damage and then unleashes it. It's situational but can be effective on tankier Pokémon.

HMs: Your Key to Kanto Exploration

HMs are indispensable for progressing through the game. They teach moves that not only function in battle but also have overworld effects, allowing you to bypass obstacles. You'll need to teach these to specific Pokémon to use them outside of battle.

Essential HMs and Their Locations:

  1. HM01 (Cut):
    • Location: Obtained from the Captain of the S.S. Anne after helping him with his seasickness.
    • Effect: Cuts down small trees blocking paths.
    • Recommendation: Teach this to a "HM Slave" Pokémon, meaning a Pokémon you don't intend to use in battle, as Cut is a relatively weak move. Oddish, Paras, or Bellsprout are good candidates if you catch them.
  2. HM02 (Fly):
    • Location: Found in a house on Route 16, accessible only by using Cut.
    • Effect: Allows you to instantly travel to any previously visited Pokémon Center.
    • Recommendation: A must-have for efficient travel. Pidgeotto/Pidgeot, Fearow, or Dodrio are excellent choices for learning Fly, as they are strong Flying-type attackers.
  3. HM03 (Surf):
    • Location: Given by a man in the back room of the Safari Zone Warden's house in Fuchsia City after finding his Gold Teeth.
    • Effect: Allows you to travel across bodies of water.
    • Recommendation: This is a powerful Water-type move in battle. Teach it to a strong Water-type Pokémon like Squirtle/Wartortle/Blastoise, Lapras, or Vaporeon.
  4. HM04 (Strength):
    • Location: Obtained from the Safari Zone Warden after returning his Gold Teeth.
    • Effect: Moves large boulders blocking paths.
    • Recommendation: Another good candidate for an HM Slave, or a strong Normal-type attacker like Snorlax if you don't mind sacrificing a move slot.
  5. HM05 (Flash):
    • Location: Given by Professor Oak's Aide on Route 2 after you've caught at least 10 different Pokémon.
    • Effect: Illuminates dark caves (e.g., Rock Tunnel).
    • Recommendation: A purely utility HM. Teach it to a weak Pokémon that can learn it, such as Pikachu (though you might want to save Pikachu's slots for better moves), or a Paras.

Strategic Move Set Planning

When planning your Pokémon's move sets, aim for a balance of offensive power, type coverage, and utility. Consider the following:

  • STAB (Same-Type Attack Bonus): Moves that match your Pokémon's type receive a 50% power boost. Always prioritize at least one strong STAB move.
  • Type Coverage: Ensure your team has moves that are super effective against a wide range of Pokémon types. For example, a Fire-type Pokémon benefits from a Ground-type move to counter Rock types.
  • Physical vs. Special: In Generation 1, moves are categorized as either Physical or Special based on their type. Normal, Fighting, Flying, Ground, Rock, Bug, and Ghost are Physical. Fire, Water, Grass, Electric, Ice, Psychic, Dragon, and Poison are Special. Match moves to your Pokémon's higher offensive stat.
  • Status Conditions: Moves that inflict status conditions (Paralysis, Sleep, Poison, Burn, Freeze) can turn the tide of battle. Thunder Wave, Sleep Powder, and Toxic are excellent examples.

By carefully selecting which TMs to use and ensuring you have all necessary HMs on your team, you'll be well-equipped to conquer the Pokémon League and become a true Pokémon Master!