East Town Moves |
Name |
Type |
Strength |
Hits |
Direction |
Distance |
Speed | Effect |
Confuse Ray |
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- |
1 |
Wave |
Wide |
Medium |
Confuses opponent |
Swagger |
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- |
1 |
Wave |
Wide |
Medium |
Increases strength but confuses user |
Astonish |
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★★ |
2 |
Close |
Short-Distance |
Medium |
Causes opponent to Flinch |
Will-o-wisp |
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★★ |
1 |
Projectile |
Short-Distance |
Fast |
May burn the opponent |
Facade |
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★★ |
1 |
Close |
Short-Distance |
Medium |
Doubles damage if user is affected by a status condition |
Clear Smog |
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★★ |
1 |
Projectile |
Wide |
Slow |
Removes opponent's stat changes |
Smog |
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★★ |
1 |
Close |
Short-Distance |
Fast |
May poison opponent |
Hex |
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★★ |
1 |
Wave |
Short-Distance |
Medium |
Does more damage if opponent is affected by a status affliction |
Telekinesis |
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- |
1 |
Distant Point |
Wide |
Medium |
Makes the opponent float |
Thief |
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★★ |
1 |
Close |
Wide |
Medium |
Increases the money dropped by the opponent |
Night Shade |
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★★ |
1 |
Distant Point |
Wide |
Medium |
Damage changes based on the opponent |
Flame Charge |
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★★ |
2 |
Assault |
Wide |
Medium |
Increases the user's Speed |
Curse |
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- |
1 |
- |
Long Distance |
Slow |
For Ghost types; Afflicts opponents with a curse which saps HP Non-Ghost types; Increases user's Attack and Defense but lowers the user's Speed |
Flame Burst |
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★★ |
1 |
Projectile |
Wide |
Medium |
No additional effect |
Ember |
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★★★ |
1 |
Close |
Short-Distance |
Fast |
May burn opponent |
Flash |
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- |
1 |
Wave |
Wide |
Medium |
Lowers the opponent's Accuracy |
Fire Spin |
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★★ |
3 |
Distant Point |
Wide |
Slow |
No additional effect |
Calm Mind |
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- |
1 |
- |
Long Distance |
Slow |
Increases the user's Attack & Defense |
Acid |
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★★ |
1 |
Projectile |
Short-Distance |
Fast |
Lowers opponent's Defense |
Round |
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★★ |
1 |
Wave |
Wide |
Medium |
Increases damage if partners also use this move |
Machine Moves |
|
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. |
Sunny Day |
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The user intensifies the sun for five turns, powering up Fire-type moves. |
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. |
Protect |
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
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. |
Solarbeam |
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A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. |
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. |
Flamethrower |
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The target is scorched with an intense blast of fire. It may also leave the target with a burn. |
Fire Blast |
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The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. |
Facade |
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An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
Flame Charge |
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The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. |
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. |
Overheat |
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The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. |
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. |
Incinerate |
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The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. |
Will-o-wisp |
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The user shoots a sinister, bluish-white flame at the target to inflict a burn. |
Embargo |
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It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
Payback |
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If the user moves after the target, this attack's power will be doubled. |
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. |
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. |
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. |