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 |
Agility |
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- |
1 |
- |
Short-Distance |
Medium |
Increases user's Speed |
Spark |
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★★★ |
1 |
Close |
Short-Distance |
Fast |
May paralyse the opponent |
Charge Beam |
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★★★ |
2 |
Wave |
Wide |
Slow |
May raise the user's Attack |
Fling |
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★★★ |
1 |
Projectile |
Short-Distance |
Medium |
Throws coins at the opponent |
Rest |
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- |
1 |
- |
Long Distance |
Medium |
Puts the user to sleep but heals all HP |
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 |
Covet |
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★★★ |
1 |
Close |
Wide |
Medium |
Increases the amount of coins dropped by the opponents |
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 |
Level Up |
|
— |
Thundershock |
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A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis. |
4 |
Quick Attack |
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The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
7 |
Tail Whip |
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The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
10 |
Charge |
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The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
13 |
Spark |
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The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
16 |
Pursuit |
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An attack move that inflicts double damage if used on a target that is switching out of battle. |
19 |
Double Team |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
22 |
Shock Wave |
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The user strikes the target with a quick jolt of electricity. This attack cannot be evaded. |
26 |
Electro Ball |
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The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
30 |
Acrobatics |
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The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage. |
34 |
Light Screen |
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A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
38 |
Encore |
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The user compels the target to keep using only the move it last used for three turns. |
42 |
Volt Switch |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
46 |
Agility |
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The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat. |
50 |
Discharge |
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A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
Machine Moves |
|
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. |
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. |
Frustration |
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A full-power attack that grows more powerful the less the user likes its Trainer. |
Thunderbolt |
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A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
Thunder |
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A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
Return |
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A full-power attack that grows more powerful the more the user likes its Trainer. |
Double Team |
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By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
Aerial Ace |
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The user confounds the target with speed, then slashes. The attack lands without fail. |
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. |
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. |
Fling |
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The user flings its held item at the target to attack. Its power and effects depend on the item. |
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. |
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. |
Volt Switch |
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After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
Thunder Wave |
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A weak electric charge is launched at the target. It causes paralysis if it hits. |
Swagger |
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The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
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. |
Wild Charge |
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The user shrouds itself in electricity and smashes into its target. It also damages the user a little. |
Cut |
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The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |