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