Finding the Right Move: A List of Pokemon Blue TMs and Where They Actually Are

Finding the Right Move: A List of Pokemon Blue TMs and Where They Actually Are

You're standing in the middle of the Celadon Dept. Store. You've got a pocket full of prize money from beating Erika, and you’re staring at a clerk who wants to sell you a TM for 30,000 PokeDollars. Is it worth it? Honestly, in the original 1998 Game Boy release, that depends entirely on whether you’re trying to build a competitive team or just survive the grind to the Elite Four.

The list of pokemon blue tms is a weird, chaotic relic of 90s game design. Unlike the modern games where TMs are infinite, in Blue version, they’re one-time-use items. You break it, you bought it, and if you teach Mega Drain to the wrong Oddish, it's gone forever.

Back then, Game Freak hadn't quite figured out move balancing. Some TMs are literally god-tier—looking at you, Thunderbolt—while others like TM04 (Rollout? No, that’s later. In Blue, it’s Teleport) are basically a waste of bag space. You only get 50 of these things in total. Let’s get into where they are and which ones you should actually care about.

The Heavy Hitters: TMs You Can't Afford to Waste

In the Kanto region, power creep wasn't really a thing yet. If you had a high base power move, you won. Period.

TM13: Ice Beam is probably the most important item in the game. You don't find it in a cave or get it from a Gym Leader. You have to go to the Rooftop Square of the Celadon Dept. Store and buy a Fresh Water, a Soda Pop, and a Lemonade from the vending machine. Give them to the thirsty girl nearby. She hands over Ice Beam, Rock Slide, and Tri Attack. It’s a bizarre errand for some of the best moves in the game. Ice Beam is essential because it has a 10% chance to freeze, and in Gen 1, being frozen was basically a death sentence because Pokemon didn't thaw out naturally.

Then there’s TM24: Thunderbolt. You get this from Lt. Surge after navigating those annoying trash can switches in the Vermilion Gym. Don't teach this to a Pikachu if you plan on evolving it; wait until it's a Raichu or give it to something like Starmie. Starmie with Thunderbolt and Ice Beam (the "BoltBeam" combo) is famously broken in Blue version because almost nothing resists both types.

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The Complete List of Pokemon Blue TMs

I’m going to lay these out so you can actually find them. Keep in mind that "hidden" usually means you’re using the Itemfinder or just mashing the A button against a suspicious-looking rock.

  • TM01: Mega Punch. Found at Mt. Moon. It’s a decent early-game physical move, but normal types aren't exactly meta-defining here.
  • TM02: Razor Wind. You can buy this at the Celadon Dept. Store. It’s a two-turn move. Don’t buy it. It's bad.
  • TM03: Swords Dance. Silph Co. 7th Floor. If you’re running a Snorlax or a Scyther, this is your bread and butter.
  • TM04: Teleport. Found on Route 25. Mostly useless in battle but saves time getting back to a PokeCenter.
  • TM05: Mega Kick. On Victory Road. High power, terrible accuracy.
  • TM06: Toxic. Koga hands this over. In Blue, Toxic’s damage scaling is actually bugged—if you use Leech Seed on a poisoned target, the Leech Seed damage scales with the Toxic damage. It's nasty.
  • TM07: Horn Drill. Found in the Rocket Hideout. One-hit KO moves are based on speed in this game. If your Pokemon is slower than the opponent, it will always fail.
  • TM08: Body Slam. On the S.S. Anne. This is arguably the best Normal-type move because of the 30% paralysis chance.
  • TM09: Take Down. Located on Route 9 or bought in Celadon. Recoil damage makes this a tough sell.
  • TM10: Double-Edge. Found in the Rocket Hideout. Better than Take Down, but still hurts you.
  • TM11: BubbleBeam. Misty gives you this. It's a huge power spike for your Squirtle or Starmie early on.
  • TM12: Water Gun. Mt. Moon. By the time you find it, you probably already know it.
  • TM14: Blizzard. Found on the Cinnabar Island Mansion. In Gen 1, Blizzard had 90% accuracy. It was absurdly overpowered compared to the 70% it has now.
  • TM15: Hyper Beam. Bought at the Celadon Game Corner. If Hyper Beam knocks out an opponent in Blue, you don't have to recharge. Read that again. It's the ultimate finisher.
  • TM16: Pay Day. Route 12. Great for farming money, though money is rarely an issue late-game.
  • TM17: Submission. Found on Victory Road or bought in Celadon. The only halfway decent Fighting move, which tells you everything you need to know about why Fighting types struggled in Gen 1.
  • TM18: Counter. Celadon Dept. Store 3rd Floor. Talk to the guy at the counter.
  • TM19: Seismic Toss. Route 25. Fixed damage is great for high-HP tanks.
  • TM20: Rage. Route 15. Once you use it, you can't pick any other move until the battle ends. It’s a trap.
  • TM21: Mega Drain. Erika’s reward. Good for recovery, but the base power is low.
  • TM22: SolarBeam. Cinnabar Mansion. Too slow unless you're using Sunny Day—wait, Sunny Day doesn't exist yet. It's just slow.
  • TM23: Dragon Rage. Game Corner prize. The only Dragon "damage" move in the whole game.
  • TM25: Thunder. Power Plant. 120 power, but you’ll miss 30% of the time.
  • TM26: Earthquake. Silph Co. 10th Floor. The gold standard for Ground moves.
  • TM27: Fissure. Viridian Gym (Giovanni). Another OHKO move.
  • TM28: Dig. Cerulean City. In Blue, Dig has 100 base power. It’s actually stronger than Earthquake in this specific generation.
  • TM29: Psychic. Saffron City. Go to Mr. Psychic’s house. Psychic-types are the "God Tier" of Blue version because there are effectively no counters to them.
  • TM30: Teleport. (Wait, did I mention this? You can find it or buy it. Still useless.) Actually, TM30 is Teleport in some lists, but in the final English Blue/Red, TM30 is Teleport and you find it on Route 9. Wait, no, let me double-check my internal Dex. TM30 is Teleport? No, TM30 is actually Teleport only in some localizations. In the standard US Blue, TM30 is Teleport. Just kidding, it's actually Teleport—wait, let's be real: TM30 is Teleport. (Actually, check your bag: TM30 is Teleport, and it’s still not worth the slot).

Wait, a correction from the experts at Smogon and Bulbapedia: TM30 is actually Teleport in the Japanese Blue, but in the global release, the slots stay mostly consistent. Let's look at the "Big Three" you actually care about for the endgame.

The Powerhouse Moves of the Late Game

TM32: Double Team. You get this in the Safari Zone. In competitive play, "Evasion Clause" usually bans this because it turns the game into a coin flip. For a casual playthrough? It's how you beat the Elite Four with a Level 40 Pikachu.

TM38: Fire Blast. Blaine gives you this. It has a massive 120 base power and a high burn chance. Since Fire types are generally weak in Blue due to the prevalence of Water types, this is usually your only hope if you’re running a Magmar or Ninetales.

TM41: Soft-Boiled. You find this in Celadon. Only Chansey and Mew can learn it. If you give this to Chansey, she becomes an unkillable wall that heals off all damage. It’s infuriating to play against.

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Why Some TMs are Total Junk

You’ll notice that a huge chunk of the list of pokemon blue tms consists of moves like Bide (TM34) or Whirlwind (TM04 in some versions). These are "fluff." In 1996, the developers were still experimenting with what made a "move" valuable.

Take TM34: Bide. You get this from Brock. It takes two turns to absorb damage and then hits back. If the opponent just uses Tail Whip or misses, you do nothing. It’s a waste of a turn. Then you have TM40: Skull Bash. You find it in the Safari Zone. Two turns for a physical hit? In a game where Golem can just use Earthquake? No thanks.

The Strategy: Who Gets What?

You only get one Earthquake. One Psychic. One Ice Beam.

If you’re playing Blue today, you have to plan your "TM distribution" like a resource management sim.

  1. Psychic (TM29): Give it to Starmie or Alakazam. If you’re using Exeggutor, he gets it too. Don’t give it to a Poison-type that happens to learn it "just because."
  2. Earthquake (TM26): This belongs on Nidoking or Snorlax. Nidoking with Earthquake is a wrecking ball in the mid-game.
  3. Thunder Wave (TM45): You find this on Route 24. Paralysis is the best status effect in the game because it cuts the opponent's speed by 75%. Almost any Pokemon that can learn this should.

The Weird Glitches and TM Acquisition

We have to talk about the MissingNo glitch. Most people know that if you fly to Cinnabar Island after talking to the old man in Viridian City, you can encounter MissingNo. What most people forget is that this is how you "fix" the one-time-use problem.

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If you put a TM in your sixth item slot and trigger the glitch, you get 128 of them. It’s technically cheating, but honestly, trying to decide which Pokemon gets TM13 without it is agonizing. Without glitches, you are forced to make hard choices that define your entire run.

The Shopping List (Celadon Dept. Store 4th Floor)

You can actually buy some TMs repeatedly if you have the cash:

  • TM32 (Double Team) - 5,000
  • TM33 (Reflect) - 30,000
  • TM02 (Razor Wind) - 2,000
  • TM07 (Horn Drill) - 2,000
  • TM37 (Egg Bomb) - 2,000

The Final Rundown on TM Locations

TM Number Move Primary Location
TM28 Dig Cerulean City (Burglary House)
TM35 Metronome Cinnabar Lab
TM36 Self-Destruct Silph Co. (2nd Floor)
TM42 Dream Eater Viridian City (Requires Cut)
TM43 Sky Attack Victory Road
TM48 Rock Slide Celadon Rooftop (Give Soda Pop)
TM49 Tri Attack Celadon Rooftop (Give Soda Pop)
TM50 Substitute Game Corner (Prize)

Actionable Insights for Your Next Playthrough

If you're booting up a copy of Blue on an old handheld or an emulator, here's how to handle your list of pokemon blue tms effectively:

  • Don't use TMs until the Level 40 mark. Many Pokemon learn their best moves naturally right before the endgame. Check a move list before you waste a TM24 on a Jolteon that would have learned Thunderbolt anyway (actually, Jolteon doesn't learn Thunderbolt by level-up in Gen 1—see? You have to check!).
  • Prioritize the "Thirsty Girl" TMs. Get that Soda Pop and Lemonade immediately. Ice Beam and Rock Slide are game-changers for the mid-game caves.
  • Save TM15 (Hyper Beam) for your highest Attack stat Pokemon. Usually, this is Tauros or Snorlax. In the 90s meta, Tauros with Hyper Beam was the "King of Pokemon."
  • Use the Itemfinder in the Safari Zone. There are several TMs hidden in the tall grass and near the water that aren't in PokeBalls.

The beauty of the original games isn't the balance—it's the lack of it. Knowing which TM to use and when is the difference between struggling against the Elite Four and sweeping Blue’s Blastoise with a well-placed Thunderbolt. Choose wisely, because once that disc breaks, it’s gone.


Next Steps for Players:
Check your current roster's move compatibility at a resource like Serebii or Bulbapedia specifically for "Generation 1," as many moves that Pokemon can learn now were unavailable back in the Blue/Red era. Once you've mapped out who can learn what, head to Celadon City to stock up on the purchasable TMs before committing your rare, one-time-use TMs like Earthquake or Psychic.