Pokémon Sword and Shield TR List and how to get TRs explained

A list of all the TR's and their Watt cost. 

TRs, also known as Technical Records, are a way to teach Pokémon a move or attack in Pokémon Sword and Shield.

Just like TMs, each TR is dedicated to one specific move, which it allows you to teach to a specific group of Pokémon. Unlike TMs in Pokémon Sword and Shield, however, TRs break after one use.

There are 100 TRs in Pokémon Sword and Shield for you to collect and utilise.

On this page:

How to use TRs in Pokémon Sword and Shield

TRs are basically old school TMs and by that we mean that they break after one use.

This means you need to decide carefully which Pokémon you want to use each TR on or be prepared to hunt down the TR again. Not every Pokémon can learn every TR, however, so this does make the selecting process slightly easier.

To access your TRs, open the X menu and then your Bag. Now just need to scroll along to the TMs section; despite the name, you'll be able to find your TRs here.

Pokemon_Sword_TR_6
Open your Bag to find your collection of TRs.

TRs stand out against the TMs by being black discs, rather than white. Once you've found the TR you wish to use, select it and then the option to 'Use this item.' This will now allow you to select the Pokémon in your party, which you want to learn the new move.

You can easily know which Pokémon can learn a TR and which ones can't by looking at your party line-up on the left-hand side of the screen.

If the phrase 'Cannot learn' is next to a Pokémon, then they can't learn the move from this TR. Instead, you want to find a Pokémon with the words 'Can learn' next to them, because, as this suggests, this Pokémon can learn this move. If the phrase 'Knows this move' is present, then that Pokémon already knows this TR and can't learn it again.

Pokemon_Sword_TR_11
Pokemon_Sword_TR_14
Each gallery can have its own caption.

The quickest way to find the TR you need is to organise them by number, because this will neatly divide up your TM and TR collection. To do this simply press X for sort and then the option 'By number.'

Pokemon_Sword_TR_1
Organise your TRs and TMs by number to make them easier to find.

Where to get TRs in Pokémon Sword and Shield

There are two main ways to find TRs in Pokémon Sword and Shield:

Let's talk about the Rotom Rallyists first. There are seven Rotom Rallyists in the Wild Area, and each one carries a different selection of TRs, which changes daily.

This means that if you're after a particular TR, then it's a good idea to check each Rallyist's stock daily.

Each TR will cost you a certain amount of Watts ranging from 1,000 to 8,000 Watts.

Pokemon_Sword_TR_8
Each Rotom Rallyist will have a different selection of TRs.

The second way to find TRs is to successfully complete Max Raid.

Once you've defeated, and hopefully, caught the Pokémon you were battling in a Max Raid, you'll receive a number of rewards. This may include a TR, which will be determined by the type of the Pokémon you were battling.

This means that if you were battling a grass-type Pokémon, then you're more likely to receive a grass-type TR or maybe even multiple copies of that TR.

Since there's no cap on how many Max Raids you compete in each day, there is also no cap on the number of TRs you can earn either.

Pokemon_Sword_TR_7

You will, however, be gifted one TR during your Pokémon journey.

When you're visiting Motostoke, talk to the man standing outside the record shop, which sits just before the bridge near the Pokémon Centre.

He will give you the TR 13 Focus Energy and give you a small explanation about how TRs work.

Pokemon_Sword_TR_9
Talk to this man to receive TR 13 - Focus Energy.

It's time to start the Isle of Armor DLC and our Pokémon Isle of Armor walkthrough. Plus, here's how to find the Slowpoke, where to find Max Mushroom locations, and how to get Kubfu, become best friends and evolve it! We've also got pages on how to catch the returning Pokémon from past generations, and all Diglett locations too! Elsewhere, 2020 has seen a few new announcements - such as Mythical Zarude, the ability to transfer Pokémon to Pokémon Home, news of the Sword and Shield Expansion Pass and the release of Gigantamax Toxtricity. Elsewhere, our Pokémon Sword and Shield walkthrough gives an overview of the game. Otherwise, we cover everything from the Wild Area, starters Sobble, Scorbunny and Grookey, lists of all TM locations and TRs, all Galarian forms and the Legendaries Zacian and Zamazenta.


Pokémon Sword and Shield TRs list

Here's a full list of all 100 TRs in Pokémon Sword and Shield. If you are sourcing from Rotom Rallyists, their Watt cost ranges from 2,000 to 8,000:

TR No. TR Move NameTypeEffects Damage
TR00 Swords Dance Normal Raises Attack by 2 stages. N/A
TR01 Body Slam Normal Has a 30% chance of paralysing opponent.
If target has used Minimize, the damage of this move will be doubled.
85
TR02 Flamethrower Fire 10% chance of burning opponent. 90
TR03 Hydro Pump Water N/A 110
TR04 Surf Water If opponent is using the move Dive, this attack's damage is doubled. 90
TR05 Ice Beam Ice 10% chance of freezing the opponent. 90
TR06 Blizzard Ice 10% chance of freezing the opponent.
100% accurate if weather condition is hail.
110
TR07 Low Kick Fighting Damage becomes greater, the heavier the opponent is.
Move doesn't effect Dynmax Pokémon.
N/A
TR08 Thunderbolt Electric 10% chance of paralysing the opponent. 90
TR09 Thunder Electric 30% chance of paralysing the opponent.
50% accurate in harsh sunlight weather condition.
100% accurate in rain weather condition.
Move hits opponents using attacks like Fly or Bounce.
110
TR10 Earthquake Ground Hits targets using attacks like Dig and deals double damage to them. 100
TR11 Psychic Psychic 10% chance of lowering opponents Special Defence by 1 stage. 90
TR12 Agility Psychic Raises Speed by 2 stages. N/A
TR13 Focus Energy Normal Increases chance of future moves being critical hits. 120
TR14 Metronome Normal Uses one move randomly chosen from all the moves a Pokémon could learn. N/A
TR15 Fire Blast Fire 10% chance of burning the opponent. 110
TR16 Waterfall Water 20% chance of making opponent flinch. 80
TR17 Amnesia Psychic Raises Speical Defence by 2 stages. N/A
TR18 Leech Life Bug Restores user's HP by an amount equal to half of the damage dealt to the opponent. 80
TR19 Tri Attack Normal 20% chance of either paralysing, burning or freezing the opponent. 80
TR20 Substitue Normal Deplete a quarter of user's max HP to create a substitue that protects user from lower status or status inflicting attacks.
Substitute takes damage for user, until it runs out of HP.
If the user dynamaxes, the substitute vanishes.
N/A
TR21 Reversal Fighting The move deals more damage, the lower the users HP becomes. N/A
TR22 Sludge Bomb Poison 30% chance of poisoning the opponent. 90
TR23 Spikes Ground Damages Pokémon when they're sent out on opposing side.
Can be used two times to increase damage.
Inflicts 1/8 of max HP on first use, 1/6 on second use and 1/4 on third use.
N/A
TR24 Outrage Dragon Attacks two to three times, refusing to tell player change move.
User becomes confused afterwards.
120
TR25 Psyshock Psychic Damage dealt is calcuated by the opponents Defence. 80
TR26 Endure Normal Leaves the user with 1HP when hit by a move that would normally knock it out. Moves becomes more likely to fail, the more its used. N/A
TR27 Sleep Talk Normal Only works when user is asleep.
Randomly uses another of the user's moves.
N/A
TR28 Megahorn Bug N/A 120
TR29 Baton Pass Normal Attacks once for each Pokémon in your party, expect for those either with status conditions or fainted, N/A
TR30 Encore Normal Opponent forced to continously reuse the last move it used for 3 turns.
Dynamax Pokémon unaffected by this.
N/A
TR31 Iron Tail Iron 30% chance of lowering opponent's Defence by 1 stage. 100
TR32 Crunch Dark 20% chance of lowering opponent's Defence by 1 stage. 80
TR33 Shadow Ball Ghost 20% chance of lowering opponent's Special Defence by 1 stage. 80
TR34 Future Sight Psychic Damage is dealt to opponent two turns after this move is used. 120
TR35 Uproar Normal User makes uproar for 3 turns.
No Pokémon can sleep during this.
90
TR36 Heat Wave Fire 10% chance of burning opponent. 95
TR37 Taunt Dark Prevents opponents from using status moves for 3 turns. N/A
TR38 Trick Psychic Swaps user's and opponent's held items. N/A
TR39 Superpower Fighting Lowers user's Attack and Defence by 1 stage. 120
TR40 Skill Swap Psychic Swaps user's and opponent's Abilities.
Doesn't work on all Dynamax Pokémon.
N/A
TR41 Blaze Kick Fire 20% chance of burning opponent.
More likely to deliver a critical hit.
85
TR42 Hyper Voice Normal N/A 90
TR43 Overheat Fire Lowers opponent's Special Attack by 2 stages. 130
TR44 Cosmic Power Psychic Raises user's Defence and Special Defence by 1 stage each. N/A
TR45 Muddy Water Water 30% chance of lowering opponent's accuracy by 1 stage. 90
TR46 Iron Defense Steel Raises user's Defence by 2 stages. N/A
TR47 Dragon Claw Dragon N/A 80
TR48 Bulk Up Fighting Raises user's Attack and Defence by 1 stage each. N/A
TR49 Calm Mind Psychic Raises user's Special Attack and Special Defence by 1 stage each. N/A
TR50 Leaf Blade Grass More likely to be a critical hit. 90
TR51 Dragon Dance Dragon Raises user's Attack and Speed by 1 stage each. N/A
TR52 Gyro Ball Steel Move becomes more powerful the slower the user is compared to their opponent. N/A
TR53 Close Combat Fighting Lowers user's Defence and Special Defence by 1 stage each. 120
TR54 Toxic Spikes Poison Inflicts poison status on opponents who appear on opposing side.
Using move twice inflicts the badly poisoned status condition.
Effect ends if opponent sends out a poison-type Pokémon.
N/A
TR55 Flare Blitz Fire User takes 1/3 damage dealt.
10% chance of burning opponent.
If user is frozen, this will thaw them, allowing them to continue fighting.
120
TR56 Aura Sphere Fighting N/A 80
TR57 Poison Jab Poison 30% chance of poisoning opponent. 80
TR58 Dark Pulse Dark 20% chance of making opponent flinch. 80
TR59 Seed Bomb Grass N/A 80
TR60 X-Scissor Bug N/A 80
TR61 Bug Buzz Bug 10% chance of lowering target's Special Defence by 1 stage.
Strikes target even if its using Substitute.
90
TR62 Dragon Pulse Dragon N/A 85
TR63 Power Gem Rock N/A 80
TR64 Focus Blast Fighting 10% chance of lowering target's Special Defence by 1 stage. 120
TR65 Energy Ball Grass 10% chance of lowering target's Special Defence by 1 stage. 90
TR66 Brave Bird Flying User takes 1/3 damage dealt. 120
TR67 Earth Power Ground 10% chance of lowering target's Special Defence by 1 stage. 90
TR68 Nasty Plot Dark Raises user's Special Attack by 2 stages. N/A
TR69 Zen Headbutt Psychic 20% chance of making opponent flinch. 80
TR70 Flash Cannon Steel 10% chance of lowering target's Special Defence by 1 stage. 80
TR71 Leaf Storm Grass Lowers user's Special Attack by 2 stages. 130
TR72 Power Whip Grass N/A 120
TR73 Gunk Shot Poison 30% chance of poisoning opponent. 120
TR74 Iron Head Steel 30% chance of making opponent flinch. 80
TR75 Stone Edge Rock More likely to be a critical hit. 100
TR76 Stealth Rock Rock Damages Pokémon sent out by opponent.
Damage is Rock-type and therefore subjective to type matchups.
N/A
TR77 Grass Knot Grass Damage increases the heavies the opponent is.
No effect against Dynamax Pokémon.
N/A
TR78 Sludge Wave Poison 10% chance of poisoning opponent. 95
TR79 Heavy Slam Steel Damage increases the heavier the opponent is.
If opponent has used Minimize, then the damage is doubled and the attack is a sure hit.
No effect against Dynamax Pokémon.
N/A
TR80 Electro Ball Electric Damage increases the faster the user is compared to their opponent. N/A
TR81 Foul Play Dark User turns opponent's strength against them.
Damage is calcuated using the opponent's Attack rather than the user's.
95
TR82 Stored Power Psychic Damage increases by 20 (max of 860) for each stage the user's stats have been boosted. 20
TR83 Ally Switch Psychic A high-priority move.
Users switches places with an ally during a Double Battle.
This will fail if used during a Single Battle or Max Raid.
N/A
TR84 Scald Water 30% chance of burning opponent.
If the user is frozen when this move is used, they'll be thawed and the status condition removed.
80
TR85 Work Up Normal Raises user's Attacl and Special Attack by 1 stage. N/A
TR86 Wild Charge Electric User takes 1/4 of damage dealt. 90
TR87 Drill Run Ground More likely to be a critical hit. 80
TR88 Heat Crash Fire Damage increases the heavier the opponent is.
If opponent has used Minimize, then the damage is doubled and the attack is a sure hit.
No effect against Dynamax Pokémon.
N/A
TR89 Hurricane Flying 30% chance of confusing the opponent.
100% accurate in the rain weather condition and 50% accurate in harsh sunlight.
Will hit opponents in the sky, due to using moves like Fly or Bounce,
110
TR90 Play Rough Fairy 10% chance of lowering opponent's Attack by 1 stage. 90
TR91 Venom Drench Poison Lowers Attack, Special Attack and Speed of opponent if their afflicted with poison or badly poisoned status conditions by 1 stage each. N/A
TR92 Dazzling Gleam Fairy N/A 80
TR93 Darkest Lariat Dark Ignores stat changes of opponent when dealing damage. 85
TR94 High Horsepower Ground N/A 95
TR95 Throat Chop Dark Opponent can't used sound based moves for two turns.
Doesn't affect Dynamax Pokémon.
80
TR96 Pollen Puff Bug Restores 1/2 of alley's max HP.
Move becomes more damaging when used as a Max Move.
90
TR97 Psychic Fangs Psychic Not affected by Aurora Veil or Reflect.
Removes the effects of Aurora Veil, Light Screen and Reflect.
85
TR98 Liquidation Water 20% chance of lowering target's Defense by 1 stage. 85
TR99 Body Press Fighting Damage dealt by move is calculated using the user's Defence rather than the user's Attacl. 80

Looking for more moves? Check out our list of TMs, and their locations, in Pokémon Sword and Shield for more help in creating your ideal Pokémon team.

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Lottie Lynn

Lottie Lynn

Guides Writer

Lottie Lynn is Eurogamer's guides writer. She likes exploring new games and still has nightmares about the moon from Majora's Mask.

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