An area move hits the target and whoever is close to it in the wave. In a crowded
region, that is the difference between killing one at a time and clearing the pack.
How the splash works, how much each neighbour takes and what the Shards seal changes
is on Moves & TMs.
This page is just the list: which TMs teach a damaging area move in each
element, and the numbers that matter when you pick one.
How to read the table
Power and Cooldown are the same numbers as in the Movedex.
Cooldown in seconds.
Range is how many tiles away the move fires from. 1 tile is melee: the move
bursts around the attacker, like Earthquake.
Chest odds: when a chest of that element rolls a TM, weak moves come out with
weight 3, medium ones with weight 2 and strong ones with weight 1. The percentage is
that TM's share among all TMs of the element. How often a chest brings a TM at all
is on Moves & TMs.
TM rarity (Common to Epic from chests, Prismatic and up through fusion) is a
different story: it applies to any move and lives on Tiers and seals.
The list
Bug
Move
Power
Cooldown
Range
Chest odds
Struggle Bug
50
11 s
3
11.1%
Signal Beam
75
15 s
3
7.4%
Bug Buzz
90
15 s
4
3.7%
Dark
Move
Power
Cooldown
Range
Chest odds
Dark Pulse
80
15 s
3
6.7%
Night Daze
95
25 s
3
3.3%
Dragon
Move
Power
Cooldown
Range
Chest odds
Twister
40
12 s
3
13.0%
Dragon Pulse
80
15 s
3
8.7%
Draco Meteor
140
30 s
3
4.3%
Electric
Move
Power
Cooldown
Range
Chest odds
Discharge
80
18 s
4
7.1%
Thunder
110
30 s
3
3.6%
Fairy
Move
Power
Cooldown
Range
Chest odds
Dazzling Gleam
80
15 s
10
12.5%
Moonblast
95
25 s
3
6.3%
Fighting
Move
Power
Cooldown
Range
Chest odds
Aura Sphere
80
15 s
3
3.5%
Cross Chop
100
30 s
1
1.8%
Fire
Move
Power
Cooldown
Range
Chest odds
Incinerate
60
20 s
3
8.8%
Lava Plume
80
25 s
3
5.9%
Eruption
150
30 s
3
2.9%
Flying
Move
Power
Cooldown
Range
Chest odds
Air Cutter
60
18 s
3
9.1%
Air Slash
75
15 s
3
6.1%
Hurricane
110
30 s
3
3.0%
Ghost
Move
Power
Cooldown
Range
Chest odds
Shadow Ball
80
15 s
10
6.5%
Phantom Force
90
30 s
1
3.2%
Grass
Move
Power
Cooldown
Range
Chest odds
Razor Leaf
55
10 s
10
7.5%
Seed Bomb
80
15 s
3
5.0%
Frenzy Plant
150
30 s
3
2.5%
Ground
Move
Power
Cooldown
Range
Chest odds
Bulldoze
60
18 s
1
8.3%
Magnitude
71
18 s
1
5.6%
Earthquake
100
30 s
1
2.8%
Ice
Move
Power
Cooldown
Range
Chest odds
Powder Snow
40
12 s
3
12.0%
Icy Wind
55
12 s
3
12.0%
Blizzard
110
30 s
3
4.0%
Normal
Move
Power
Cooldown
Range
Chest odds
Swift
60
11 s
10
1.9%
Razor Wind
80
20 s
4
1.3%
Hyper Voice
90
18 s
3
0.6%
Boomburst
140
30 s
3
0.6%
Self-Destruct
200
120 s
1
0.6%
Poison
Move
Power
Cooldown
Range
Chest odds
Acid
40
10 s
10
7.7%
Sludge Wave
95
25 s
3
2.6%
Psychic
Move
Power
Cooldown
Range
Chest odds
Psyshock
80
15 s
3
3.8%
Psychic
90
30 s
3
1.9%
Rock
Move
Power
Cooldown
Range
Chest odds
Rock Slide
75
15 s
10
9.1%
Stone Edge
100
30 s
10
4.5%
Steel
Move
Power
Cooldown
Range
Chest odds
Flash Cannon
80
15 s
3
7.1%
Iron Tail
90
18 s
1
3.6%
Water
Move
Power
Cooldown
Range
Chest odds
Bubble
40
8 s
3
7.7%
Surf
90
15 s
3
2.6%
Muddy Water
90
30 s
3
2.6%
Water Spout
150
30 s
3
2.6%
Who can learn them
Same rule as any TM: a pokémon learns the TMs on its species list plus any TM of its
own type. So every fire type can learn the three fire area TMs, every psychic type
the two psychic ones, and so on. On the teach screen, those who can't show up greyed
out and the TM is not spent.
What changed for the Megas
Eleven Megas had no area move at all in their own kit. With the new TMs, each of them
has at least one area TM of its own type to learn, and several already get one just by
levelling up:
Mega
Type
Learned by level (any type)
Area TMs of its own type
Mega Alakazam
psychic
Psyshock, Psychic
Psyshock, Psychic
Mega Blaziken
fire/fighting
none
Incinerate, Lava Plume, Eruption, Aura Sphere, Cross Chop