| East Town Moves | 
		
		
			| Name | 
			Type | 
			Strength | 
			Hits | 
			Direction | 
			Distance | 
			Speed | Effect | 
		
		
			| Confuse Ray | 
			  | 
			- | 
			1 | 
			Wave | 
			Wide | 
			Medium | 
			Confuses opponent | 
		
		
			| Swagger | 
			  | 
			- | 
			1 | 
			Wave | 
			Wide | 
			Medium | 
			Increases strength but confuses user | 
		
		
			| Astonish | 
			  | 
			★★ | 
			2 | 
			Close | 
			Short-Distance | 
			Medium | 
			Causes opponent to Flinch | 
		
		
			| Will-o-wisp | 
			  | 
			★★ | 
			1 | 
			Projectile | 
			Short-Distance | 
			Fast | 
			May burn the opponent | 
		
		
			| Facade | 
			  | 
			★★ | 
			1 | 
			Close | 
			Short-Distance | 
			Medium | 
			Doubles damage if user is affected by a status condition | 
		
		
			| Clear Smog | 
			  | 
			★★ | 
			1 | 
			Projectile | 
			Wide | 
			Slow | 
			Removes opponent's stat changes | 
		
		
			| Smog | 
			  | 
			★★ | 
			1 | 
			Close | 
			Short-Distance | 
			Fast | 
			May poison opponent | 
		
		
			| Hex | 
			  | 
			★★ | 
			1 | 
			Wave | 
			Short-Distance | 
			Medium | 
			Does more damage if opponent is affected by a status affliction | 
		
		
			| Telekinesis | 
			  | 
			- | 
			1 | 
			Distant Point | 
			Wide | 
			Medium | 
			Makes the opponent float | 
		
		
			| Thief | 
			  | 
			★★ | 
			1 | 
			Close | 
			Wide | 
			Medium | 
			Increases the money dropped by the opponent | 
		
		
			| Night Shade | 
			  | 
			★★ | 
			1 | 
			Distant Point | 
			Wide | 
			Medium | 
			Damage changes based on the opponent | 
		
		
			| Flame Charge | 
			  | 
			★★ | 
			2 | 
			Assault | 
			Wide | 
			Medium | 
			Increases the user's Speed | 
		
		
			| Curse | 
			  | 
			- | 
			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 | 
			  | 
			★★ | 
			1 | 
			Projectile | 
			Wide | 
			Medium | 
			No additional effect | 
		
		
			| Ember | 
			  | 
			★★★ | 
			1 | 
			Close | 
			Short-Distance | 
			Fast | 
			May burn opponent | 
		
		
			| Flash | 
			  | 
			- | 
			1 | 
			Wave | 
			Wide | 
			Medium | 
			Lowers the opponent's Accuracy | 
		
		
			| Fire Spin | 
			  | 
			★★ | 
			3 | 
			Distant Point | 
			Wide | 
			Slow | 
			No additional effect | 
		
		
			| Calm Mind | 
			  | 
			- | 
			1 | 
			- | 
			Long Distance | 
			Slow | 
			Increases the user's Attack & Defense | 
		
		
			| Acid | 
			  | 
			★★ | 
			1 | 
			Projectile | 
			Short-Distance | 
			Fast | 
			Lowers opponent's Defense | 
		
		
			| Round | 
			  | 
			★★ | 
			1 | 
			Wave | 
			Wide | 
			Medium | 
			Increases damage if partners also use this move | 
		
| Level Up | 
|
				| — | 
				Ember | 
				  | 
The target is attacked with small flames. It may also leave the target with a burn. | 
				| — | 
				Astonish | 
				  | 
The user attacks the target while shouting in a startling fashion. It may also make the target flinch. | 
				| — | 
				Minimize | 
				  | 
The user compresses its body to make itself look smaller, which sharply raises its evasiveness. | 
				| — | 
				Smog | 
				  | 
The target is attacked with a discharge of filthy gases. It may also poison the target. | 
				| 3 | 
				Minimize | 
				  | 
The user compresses its body to make itself look smaller, which sharply raises its evasiveness. | 
				| 5 | 
				Smog | 
				  | 
The target is attacked with a discharge of filthy gases. It may also poison the target. | 
				| 7 | 
				Fire Spin | 
				  | 
The target becomes trapped within a fierce vortex of fire that rages for four to five turns. | 
				| 10 | 
				Confuse Ray | 
				  | 
The target is exposed to a sinister ray that triggers confusion. | 
				| 13 | 
				Night Shade | 
				  | 
The user makes the target see a frightening mirage. It inflicts damage matching the user's level. | 
				| 16 | 
				Will-o-wisp | 
				  | 
The user shoots a sinister, bluish-white flame at the target to inflict a burn. | 
				| 20 | 
				Flame Burst | 
				  | 
The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well. | 
				| 24 | 
				Imprison | 
				  | 
If the opponents know any move also known by the user, the opponents are prevented from using it. | 
				| 28 | 
				Hex | 
				  | 
This relentless attack does massive damage to a target affected by status problems. | 
				| 33 | 
				Memento | 
				  | 
The user faints when using this move. In return, it harshly lowers the target's Attack and Sp. Atk. | 
				| 38 | 
				Inferno | 
				  | 
The user attacks by engulfing the target in an intense fire. It leaves the target with a burn. | 
				| 45 | 
				Curse | 
				  | 
A move that works differently for the Ghost type than for all other types. | 
				| 53 | 
				Shadow Ball | 
				  | 
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat. | 
				| 61 | 
				Pain Split | 
				  | 
The user adds its HP to the target's HP, then equally shares the combined HP with the target. | 
				| 69 | 
				Overheat | 
				  | 
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. | 
| Machine Moves | 
|
					| 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. | 
					| Sunny Day | 
					  | 
The user intensifies the sun for five turns, powering up Fire-type moves. | 
					| Taunt | 
					  | 
The target is taunted into a rage that allows it to use only attack moves for three turns. | 
					| Protect | 
					  | 
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. | 
					| 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. | 
					| Solarbeam | 
					  | 
A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn. | 
					| 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. | 
					| Flamethrower | 
					  | 
The target is scorched with an intense blast of fire. It may also leave the target with a burn. | 
					| Fire Blast | 
					  | 
The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn. | 
					| Facade | 
					  | 
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. | 
					| Flame Charge | 
					  | 
The user cloaks itself with flame and attacks. Building up more power, it raises the user's Speed stat. | 
					| 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. | 
					| Overheat | 
					  | 
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat. | 
					| Energy Ball | 
					  | 
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def. | 
					| Incinerate | 
					  | 
The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable. | 
					| Will-o-wisp | 
					  | 
The user shoots a sinister, bluish-white flame at the target to inflict a burn. | 
					| Embargo | 
					  | 
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. | 
					| Payback | 
					  | 
If the user moves after the target, this attack's power will be doubled. | 
					| Flash | 
					  | 
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. | 
					| 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. | 
					| 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. |