Toshimon Move Modules (TMMs)

The following listing gives you the names and types of all TMMs in the game

Get an edge against your opponent with TMMs

The following Toshimon Move Modules (TMMs) can be found in the game. TMMs are consumable upon use and will use up your turn. They are reusable after the fight against your next opponent.

TM Name

Description

Power

Accuracy

Type

Rarity

User receives recoil damage

80

80

Brute

Common

When hit by a Physical Attack, user strikes back with 2x power.

-

100

Brute

Uncommon

The slower the opponent, the stronger the attack.

-

100

Brute

Uncommon

If it misses, the user loses half their HP

100

95

Brute

Rare

If it misses, the user loses half their HP

130

90

Brute

Ultra-Rare

Inflicts 60 HP always.

-

100

Crystal

Legendary

User must recharge next turn.

140

90

Crystal

Legendary

Raises Special Defense on

first turn, attacks on second.

150

100

Crystal

Secret Legendary

User attacks for 3 turns but

then becomes Glitched. Raises

Special Attack.

120

100

Crystal

Legendary

Recovers 10 hp, heals

afflictions, and resets all

stat changes.

-

-

Crystal

Legendary

Always attacks first.

40

100

Dark

Common

Always hits.

60

100

Dark

Uncommon

User takes recoil damage.

90

85

Dark

Uncommon

May Drastically raise special

attack.

100

75

Dark

Rare

User takes recoil damage.

120

100

Dark

Rare

Drastically raises user's Speed.

-

-

Digital

Uncommon

Drastically raises user's

Special Defense.

-

-

Digital

Uncommon

Drastically raises user's Defense.

-

-

Digital

Uncommon

Hacks opponent, causing a

glitch.

-

60

Digital

Common

May lower opponent's Special

Defense.

90

100

Digital

Uncommon

Inflicts damage 25-50% of

user's Special Attack.

-

100

Digital

Uncommon

Halves damage from Physical

Attacks for 5 turns.

-

-

Digital

Uncommon

User is Glitched for 2 turns,

but fully healed.

-

-

Digital

Uncommon

Attack, then tag in another

Toshimon in same turn.

100

50

Digital

Ultra-Rare

Halves damage from Special

attacks for 5 turns.

-

-

Digital

Ultra-Rare

May glitch opponent.

120

100

Digital

Ultra-Rare

User recovers half the HP

inflicted on an afflicted

opponent.

100

100

Digital

Rare

May cause hesitation.

65

85

Earth

Common

Hits twice in one turn.

50

90

Earth

Common

Tunnels underground then

attacks on next turn.

80

100

Earth

Uncommon

Power is doubled if opponent

is Tunneled.

100

100

Earth

Uncommon

One-Hit-KO, if it hits.

-

30

Earth

Rare

User recovers half the HP

inflicted on opponent.

40

100

Ether

Rare

Inflicts damage equal to

user's level.

-

100

Ether

Rare

Disappears for one turn.

Glitches opponent.

-

100

Ether

Rare

Charges on first turn,

attacks on second. May cause

hesitation. High critical hit ratio.

130

90

Ether

Ultra-Rare

Flies up on first turn,

attacks on second turn.

120

95

Ether

Legendary

May burn opponent.

90

100

Fire

Common

May burn opponent.

110

85

Fire

Common

Traps opponent, damaging them

for 4-5 turns.

35

85

Fire

Common

User recovers half the HP

inflicted on opponent.

80

100

Fire

Rare

Charges on first turn,

attacks on second. High

critical hit ratio.

80

100

Fire

Uncommon

Increases critical hit ratio.

-

-

Flex

Common

Lowers opponent's Attack.

-

100

Flex

Common

Raises user's Attack.

-

-

Flex

Common

Lowers opponent's Defense.

-

100

Flex

Common

Traps opponent, damaging them

for 4-5 turns.

15

90

Flex

Common

May glitch opponent.

85

100

Flex

Common

Changes user's type to that

of its first move.

-

-

Flex

Common

May glitch opponent.

70

100

Flex

Common

Lowers opponent's Accuracy.

-

100

Flex

Common

Hits 2-5 times in one turn.

18

80

Flex

Common

Raises user's Attack and

Special Attack.

-

-

Flex

Common

Raises user's Defense.

-

-

Flex

Common

May cause hesitation.

70

100

Flex

Common

May cause hesitation.

80

90

Flex

Uncommon

User rests, recovering 25% of

max HP each turn it is asleep.

-

75

Flex

Rare

User performs any move in the

game at random.

-

-

Flex

Rare

Copies the opponent's last move.

-

-

Flex

Uncommon

Drastically raises user's

Evasiveness

-

-

Flex

Uncommon

User performs the opponent's

last move.

-

-

Flex

Rare

Doubles XP for the duration

of the battle.

40

100

Flex

Rare

Raises Attack.

40

100

Flex

Rare

User recovers half its max

HP. Only usable once per

deployment.

-

-

Flex

Rare

Drastically lowers opponent's Defense.

-

85

Flex

Rare

User faints.

200

100

Flex

Rare

User recovers half its max

HP. Disabled for 3 turns.

-

-

Flex

Rare

Always inflicts 20 HP.

-

90

Flex

Rare

Randomly uses any move if

sleeping.

-

-

Flex

Ultra-Rare

Drastically lowers opponent's

Speed.

-

95

Flex

Uncommon

Uses HP to create a clone

that takes hits.

Always takes off half of the

opponent's HP. Cooldown.

-

90

Flex

Uncommon

Drastically raises user's

Attack.

-

-

Flex

Uncommon

User takes on the form and

attacks of the opponent.

-

-

Flex

Rare

Force the opponent to switch

Toshimon.

-

100

Flex

Rare

Drastically raises user's

Defense.

-

-

Heart

Uncommon

Puts opponent and user to

sleep.

-

75

Heart

Uncommon

Raises user's SP. Attack when

hit.

30

100

Heart

Rare

One-Hit-KP, if it hits.

-

30

Heart

Rare

Must be used 3 separate

times. The total damage

absorbed on the first two

times is doubled and

inflicted on the opponent on

the third use.

-

-

Heart

Ultra-Rare

Opponent can't use its last

attack for a few turns.

-

100

Heart

Ultra-Rare

May freeze opponent.

110

70

Ice

Uncommon

May freeze opponent.

90

100

Ice

Uncommon

Hits 2-5 times in one turn.

25

95

Ice

Rare

User's stats cannot be

changed for a period of time.

-

-

Ice

Ultra-Rare

Glitches opponent.

-

90

Light

Uncommon

May glitch opponent.

90

100

Light

Uncommon

May glitch opponent.

110

65

Light

Rare

May glitch opponent.

120

90

Light

Ultra-Rare

Drains HP from opponent each

turn.

-

90

Plant

Common

High critical hit ratio.

55

95

Plant

Uncommon

Charges on first turn,

attacks on second.

120

100

Plant

Rare

Poisons. May lower opponent's

Special Defense.

40

100

Toxic

Common

May poison opponent.

65

100

Toxic

Uncommon

Badly poisons opponent.

-

90

Toxic

Rare

May lower opponent's Speed.

65

100

Water

Common

Traps opponents, damaging them

for 4-5 turns.

35

85

Water

Uncommon

Drastically raises user's Sp. Defense.

-

-

Water

Uncommon

High critical hit ratio.

100

90

Water

Rare

May lower opponent's Speed.

110

80

Water

Rare

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