List of TMs in Fire Red: How to Snag Every Single One

List of TMs in Fire Red: How to Snag Every Single One

You’ve been there. You just caught a Nidoking, and he’s basically a blank slate of potential, but his natural movepool is, frankly, garbage. You need that Thunderbolt or Ice Beam right now, or the Elite Four is going to turn you into a footnote in Kanto history. In Pokémon Fire Red, knowing exactly where to find every Technical Machine isn't just for completionists—it's how you actually win the game.

Unlike the modern games where TMs are infinite, in the GBA era, most of these are a one-shot deal. Use it on the wrong Pokémon, and it's gone. Forever. Unless you're willing to grind the Game Corner for hours, you’ve got to be strategic.

The Big List of TMs in Fire Red and Where They’re Hiding

Let's get into the weeds. I’ve broken these down by how you actually get them, because chasing them across the map in numerical order is a headache.

The Gym Leader Rewards

Basically, if you want to progress, you’re getting these. They are the "unmissables," but some are way better than others.

TM39 (Rock Tomb) comes from Brock. It’s okay for early game, but honestly, you'll ditch it once you find something with more than 50 power. Misty gives you TM03 (Water Pulse), which is a lifesaver for Starmie or Vaporeon early on. Moving to Vermilion, Lt. Surge hands over TM34 (Shock Wave). It’s weak, but it never misses, which is great for those annoying Double Team users.

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Erika’s TM19 (Giga Drain) is a classic, though it only has 5 PP in this generation, so use it sparingly. Koga gives TM06 (Toxic), Sabrina gives TM04 (Calm Mind), and Blaine hands over the heavy-hitting TM38 (Fire Blast). Finally, Giovanni gives you the holy grail of Ground moves: TM26 (Earthquake).

The Game Corner Grinds

If you have the patience (or the Pokédollars), the Celadon Game Corner is your best friend. This is where the "renewable" TMs live, because you can buy them as many times as you want—provided you have the coins.

  • TM13 (Ice Beam): 4,000 Coins. Essential for Lance.
  • TM24 (Thunderbolt): 4,000 Coins. The best Electric move, period.
  • TM35 (Flamethrower): 4,000 Coins.
  • TM30 (Shadow Ball): 4,500 Coins. Vital for physical attackers who need to hit Psychics.
  • TM23 (Iron Tail): 3,500 Coins.

Found in the Wild (Don't Walk Past These)

These are the ones people usually miss because they’re tucked in a corner of a cave or require a specific HM to reach.

TM01 (Focus Punch) is sitting on the 5th floor of Silph Co. It’s tricky to use, but 150 power is no joke. TM02 (Dragon Claw) is hiding in Victory Road (1F), and it’s basically the only good Dragon move in the game.

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If you’re exploring Mt. Moon, grab TM09 (Bullet Seed) and TM46 (Thief). Thief is actually super helpful for farming items like Lucky Eggs from Chansey later on. Over at the Power Plant, you’ll find TM17 (Protect) and TM25 (Thunder).

TM29 (Psychic) is a freebie. Just go to the house in the southeast of Saffron City and talk to Mr. Psychic. He just gives it to you. No strings attached.

The "Secret" TMs You Might Have Missed

Some TMs aren't just sitting in balls on the ground. You have to do some weird stuff to get them.

Take TM16 (Light Screen), TM20 (Safeguard), and TM33 (Reflect). You get these on the roof of the Celadon Department Store by giving the thirsty girl different drinks (Fresh Water, Soda Pop, and Lemonade). If you don't talk to her, you miss out on some of the best defensive utility in the game.

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TM42 (Facade) is found at the Memorial Pillar on Five Island, but only if you leave a Lemonade at the grave. It's a weirdly somber moment for a Pokémon game, but the move is incredible if your Pokémon gets burned or poisoned.


Strategy: Which TMs Should You Save?

Since most of these are single-use, you shouldn't just slap them on the first Pokémon that can learn them.

  1. Earthquake: Save this for your absolute best physical attacker (like Snorlax or Nidoking). Don't waste it on something that learns Dig naturally and does "well enough."
  2. Psychic: This is a one-time find. If you aren't using Alakazam or Starmie, think long and hard about who gets this.
  3. Calm Mind: Only one per game. It can turn a mediocre Special Attacker into a god-tier sweeper.

Full Numerical Location Quick-Reference

  • TM01 (Focus Punch): Silph Co. (5F)
  • TM02 (Dragon Claw): Victory Road (1F)
  • TM05 (Roar): Route 4 / Celadon Dept. Store
  • TM07 (Hail): Victory Road (2F)
  • TM08 (Bulk Up): Silph Co. (7F)
  • TM10 (Hidden Power): Found via Pickup ability (rare!)
  • TM11 (Sunny Day): Safari Zone
  • TM12 (Taunt): Rocket Hideout (B2F)
  • TM14 (Blizzard): Pokémon Mansion (B1F)
  • TM15 (Hyper Beam): Celadon Dept. Store
  • TM18 (Rain Dance): Route 15
  • TM21 (Frustration): Rocket Hideout (B3F)
  • TM22 (Solar Beam): Pokémon Mansion (B1F)
  • TM27 (Return): Route 12 (Gatehouse)
  • TM28 (Dig): Cerulean City (Rocket Grunt)
  • TM31 (Brick Break): S.S. Anne / Celadon Dept. Store
  • TM32 (Double Team): Safari Zone
  • TM36 (Sludge Bomb): Rocket Warehouse (Five Island)
  • TM37 (Sandstorm): Victory Road (2F)
  • TM40 (Aerial Ace): Route 9
  • TM41 (Torment): Silph Co. (4F)
  • TM43 (Secret Power): Route 25 / Celadon Dept. Store
  • TM44 (Rest): S.S. Anne / Route 9
  • TM45 (Attract): Route 24 / Celadon Dept. Store
  • TM47 (Steel Wing): Safari Zone
  • TM48 (Skill Swap): Route 12
  • TM49 (Snatch): Rocket Hideout (B4F)
  • TM50 (Overheat): Victory Road (3F)

Honestly, the best way to handle the list of tms in fire red is to focus on the Game Corner first. Buy your Ice Beams and Thunderbolts there so you don't feel "stuck" with limited resources. Once you have those basics covered, the rest of the hunt becomes a lot more fun.

To make the most of your Kanto journey, start by checking your bag for any TMs you've already picked up and cross-reference them with your team's current move sets to see where you have coverage gaps. If you're missing a key move like Earthquake or Psychic, plan your next route specifically to hit those locations before taking on the next Gym Leader.