Technical Machines (TMs) are sold at Merchants in Survival. They allow your Pokémon to learn moves they are not able to learn during its learnset. Note: TMs are one-time use only - they will disappear when used. They will also take up an inventory slot, but can be placed in chests. To use a TM, you hold it in your hand and right-click with it. You will be able to select which Pokémon is going to learn the move from the GUI that pops up if it is able learn it. If it is able to learn it, it works the same as when you level up; you will forget an existing move and learn the new move. You can look up your Pokémon on sites like serebii.net, pokemondb.net and bulbapedia.bulbagarden.net to see what TMs your Pokémon can learn. Note that PokéFind uses sets from Generation 6. TMs can be bought for 75 Tokens. Methods to obtain Tokens in Survival includes defeating gym leaders (20 Tokens per) and defeating wild NPC Trainers (1-15 Tokens per). You also have /vote which yields 5 Tokens if you vote for all four sites. and /rewards which may yield 1-50 Tokens Merchants spawn within 2.000 to -2.000 in the X and Z coordinate, but never in spawn. These are the same mechanics as NPC Trainers. They spawn at random and each sell a specific type of moves which are listed below. Spoiler: Normal TM99 Dazzling Gleam TM05 Roar TM10 Hidden Power TM15 Hyper Beam TM17 Protect TM20 Safeguard TM21 Frustration TM27 Return TM32 Double Team TM42 Facade TM45 Attract TM48 Round TM49 Echoed Voice TM54 False Swipe TM64 Explosion TM67 Retaliate TM68 Giga Impact TM70 Flash TM75 Swords Dance TM77 Psych Up TM87 Swagger TM88 Sleep Talk TM90 Substitute TM96 Nature Power TM100 Confide Spoiler: Fighting TM08 Bulk Up TM31 Brick Break TM47 Low Sweep TM52 Focus Blast TM94 Rock Smash TM98 Power-Up Punch Spoiler: Flying TM19 Roost TM40 Aerial Ace TM58 Sky Drop TM62 Acrobatics Spoiler: Grass TM22 Solar Beam TM53 Energy Ball TM86 Grass Knot Spoiler: Bug TM76 Struggle Bug TM81 X-Scissor TM83 Infestation TM89 U-turn Spoiler: Ground TM26 Earthquake TM28 Dig TM78 Bulldoze Spoiler: Rock TM23 Smack Down TM37 Sandstorm TM39 Rock Tomb TM69 Rock Polish TM71 Stone Edge TM80 Rock Slide Spoiler: Dark TM01 Hone Claws TM12 Taunt TM41 Thief TM46 Torment TM56 Fling TM60 Quash TM63 Emargo TM66 Payback TM95 Snarl TM97 Dark Pulse Spoiler: Ghost TM30 Shadow Ball TM65 Shadow Claw Spoiler: Poison TM06 Toxic TM09 Venoshock TM34 Sludge Wave TM36 Sludge Bomb TM84 Poison Jab Spoiler: Psychic TM03 Psyshock TM04 Calm Mind TM16 Light Screen TM29 Psychic TM33 Reflect TM44 Rest TM85 Dream Eater TM92 Trick Room Spoiler: Water TM18 Rain Dance TM55 Scald Spoiler: Ice TM07 Hail TM13 Ice Beam TM14 Blizzard TM79 Frost Breath Spoiler: Fire TM11 Sunny Day TM35 Flamethrower TM38 Fire Blast TM43 Flame Charge TM50 Overheat TM59 Incinerate TM61 Will-O-Wisp Spoiler: Steel TM51 Steel Wing TM74 Gyro Ball TM91 Flash Cannon Spoiler: Electric TM24 Thunderbolt TM25 Thunder TM57 Charge Beam TM72 Volt Switch TM73 Thunder Wave TM93 Wild Charge Spoiler: Dragon TM02 Dragon Claw TM82 Dragon Tail If you have any further queries or suggestions on how to improve the thread, feel free to contact me in-game as Workbenth and on Discord Kimkom#9999.
This is gonna make team building easier Don't the fairy TMs go with the normal merchant? Or am I just missing everything.