East Town Moves |
Name |
Type |
Strength |
Hits |
Direction |
Distance |
Speed | Effect |
Charm |
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- |
1 |
Wave |
Wide |
Medium |
Lowers opponent's Attack |
Torment |
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- |
1 |
Wave |
Wide |
Slow |
Can't use the same attack twice |
Swagger |
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- |
1 |
Wave |
Wide |
Medium |
Increases strength but confuses user |
Fake Tears |
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- |
1 |
Wave |
Wide |
Medium |
Lowers opponent's Defense |
Flatter |
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- |
1 |
Distant Point |
Wide |
Medium |
Increases power but confuses user |
Facade |
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★★ |
1 |
Close |
Short-Distance |
Medium |
Doubles damage if user is affected by a status condition |
Synchronoise |
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★★ |
1 |
All Directions |
Wide |
Slow |
Only damages Pokémon of the same type |
Supersonic |
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- |
1 |
Wave |
Wide |
Slow |
Confuses opponent |
Aerial Ace |
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★★ |
1 |
Assault |
Wide |
Medium |
No additional effect |
Telekinesis |
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- |
1 |
Distant Point |
Wide |
Medium |
Makes the opponent float |
Thunder Wave |
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- |
1 |
Wave |
Wide |
Medium |
Paralyses opponent |
Thief |
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★★ |
1 |
Close |
Wide |
Medium |
Increases the money dropped by the opponent |
U-turn |
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★★ |
2 |
Assault |
Wide |
Slow |
Removes itself from play after user |
Confusion |
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★★ |
1 |
Distant Point |
Wide |
Medium |
May confuse opponent |
Knock Off |
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★★ |
1 |
Close |
Wide |
Medium |
Gives more money when you defeat an enemy |
Flash |
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- |
1 |
Wave |
Wide |
Medium |
Lowers the opponent's Accuracy |
Calm Mind |
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- |
1 |
- |
Long Distance |
Slow |
Increases the user's Attack & Defense |
Round |
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★★ |
1 |
Wave |
Wide |
Medium |
Increases damage if partners also use this move |
West Town Moves |
Name |
Type |
Strength |
Hits |
Direction |
Distance |
Speed | Effect |
Acrobatics |
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★★★ |
1 |
Assault |
Wide |
Medium |
Increases damage if no coins have been collected |
Stored Power |
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★★★ |
1 |
All Directions |
Wide |
Slow |
Increases user's Attack |
Air Cutter |
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★★★ |
2 |
Projectile |
Wide |
Slow |
No additional effect |
Safeguard |
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- |
1 |
All Directions |
Long Distance |
Slow |
Prevents status afflictions |
Assurance |
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★★★ |
1 |
Close |
Short-Distance |
Fast |
Does double damage if user has been knocked back |
Charge Beam |
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★★★ |
2 |
Wave |
Wide |
Slow |
May raise the user's Attack |
Pluck |
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★★★ |
1 |
Close |
Short-Distance |
Fast |
Gives more money when you defeat an enemy |
Helping Hand |
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- |
1 |
Close |
Short-Distance |
Fast |
Increases the strength of partners by 50% |
Amnesia |
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- |
1 |
- |
Long Distance |
Slow |
Increases the user's Defense |
Rest |
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- |
1 |
- |
Long Distance |
Medium |
Puts the user to sleep but heals all HP |
Heart Stamp |
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★★★ |
1 |
Projectile |
Short-Distance |
Medium |
Causes the opponent to flinch |
Roost |
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- |
1 |
- |
Short-Distance |
Slow |
Heals the user's HP by up to 50% |
Light Screen |
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- |
1 |
All Directions |
Long Distance |
Slow |
Halves damage received while this move is in effect |
Substitute |
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- |
1 |
- |
Long Distance |
Slow |
Lowers your HP but creates a substitute |
Hidden Power |
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★★★ |
1 |
All Directions |
Short-Distance |
Medium |
Does different damage depending on the Pokémon species |
Reflect |
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- |
1 |
All Directions |
Long Distance |
Slow |
Halves damage received while this move is in effect |
Level Up |
|
— |
Confusion |
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The target is hit by a weak telekinetic force. It may also leave the target confused. |
— |
Odor Sleuth |
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Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
— |
Gust |
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A gust of wind is whipped up by wings and launched at the target to inflict damage. |
— |
Assurance |
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If the target has already taken some damage in the same turn, this attack's power is doubled. |
4 |
Odor Sleuth |
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Enables a Ghost-type target to be hit with Normal- and Fighting-type attacks. It also enables an evasive target to be hit. |
8 |
Gust |
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A gust of wind is whipped up by wings and launched at the target to inflict damage. |
12 |
Assurance |
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If the target has already taken some damage in the same turn, this attack's power is doubled. |
15 |
Heart Stamp |
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The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch. |
19 |
Imprison |
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If the opponents know any move also known by the user, the opponents are prevented from using it. |
21 |
Air Cutter |
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The user launches razor-like wind to slash the opposing team. Critical hits land more easily. |
25 |
Attract |
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If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
29 |
Amnesia |
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The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat. |
29 |
Calm Mind |
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The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
32 |
Air Slash |
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The user attacks with a blade of air that slices even the sky. It may also make the target flinch. |
36 |
Future Sight |
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Two turns after this move is used, a hunk of psychic energy attacks the target. |
41 |
Psychic |
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The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
47 |
Endeavor |
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An attack move that cuts down the target's HP to equal the user's HP. |
Machine Moves |
|
Psyshock |
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The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
Calm Mind |
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The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
Toxic |
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A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
Hidden Power |
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A unique attack that varies in type and intensity depending on the Pokémon using it. |
Taunt |
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The target is taunted into a rage that allows it to use only attack moves for three turns. |
Hyper Beam |
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The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
Light Screen |
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A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
Protect |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
Rain Dance |
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The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
Telekinesis |
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The user makes the target float with its psychic power. The target is easier to hit for three turns. |
Safeguard |
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The user creates a protective field that prevents status problems for five turns. |
Frustration |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
Return |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
Psychic |
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The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
Shadow Ball |
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The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. |
Double Team |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Reflect |
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A wondrous wall of light is put up to suppress damage from physical attacks for five turns. |
Aerial Ace |
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The user confounds the target with speed, then slashes. The attack lands without fail. |
Torment |
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The user torments and enrages the target, making it incapable of using the same move twice in a row. |
Facade |
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An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Rest |
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The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
Attract |
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If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
Thief |
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The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item. |
Round |
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The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
Energy Ball |
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The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. |
Charge Beam |
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The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
Acrobatics |
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The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
Embargo |
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It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
Giga Impact |
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The user charges at the target using every bit of its power. The user must rest on the next turn. |
Flash |
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The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
Thunder Wave |
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A weak electric charge is launched at the target. It causes paralysis if it hits. |
Gyro Ball |
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The user tackles the target with a high-speed spin. The slower the user, the greater the damage. |
Psych Up |
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The user hypnotizes itself into copying any stat change made by the target. |
Dream Eater |
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The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
Swagger |
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The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
Pluck |
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The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. |
U-turn |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Substitute |
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The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
Trick Room |
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The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
Fly |
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The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town. |