| West Town Moves |
| Name |
Type |
Strength |
Hits |
Direction |
Distance |
Speed | Effect |
| Brick Break |
 |
★★★ |
2 |
Close |
Wide |
Medium |
No additional effect |
| Grass Knot |
 |
★★★ |
1 |
Close |
Wide |
Medium |
Does more damage the heavier the opponent |
| Mean Look |
 |
- |
1 |
Wave |
Wide |
Medium |
Stops the opponent from moving |
| Psybeam |
 |
★★★ |
1 |
Wave |
Wide |
Slow |
May confuse opponent |
| Payback |
 |
★★★ |
1 |
Close |
Wide |
Fast |
Doubles damage if the user has just been hit |
| Safeguard |
 |
- |
1 |
All Directions |
Long Distance |
Slow |
Prevents status afflictions |
| Charge Beam |
 |
★★★ |
2 |
Wave |
Wide |
Slow |
May raise the user's Attack |
| Fling |
 |
★★★ |
1 |
Projectile |
Short-Distance |
Medium |
Throws coins at the opponent |
| Rest |
 |
- |
1 |
- |
Long Distance |
Medium |
Puts the user to sleep but heals all HP |
| 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 |
| Mirror Coat |
 |
- |
1 |
- |
Long Distance |
Slow |
Does damage to the opponent equal to the damage received |
| 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 |
|
| — |
Pound |
 |
The target is physically pounded with a long tail or a foreleg, etc. |
| — |
Confusion |
 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
| — |
Tickle |
 |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
| — |
Fake Tears |
 |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
| 3 |
Confusion |
 |
The target is hit by a weak telekinetic force. It may also leave the target confused. |
| 7 |
Tickle |
 |
The user tickles the target into laughing, reducing its Attack and Defense stats. |
| 10 |
Fake Tears |
 |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
| 14 |
Doubleslap |
 |
The target is slapped repeatedly, back and forth, two to five times in a row. |
| 16 |
Psybeam |
 |
The target is attacked with a peculiar ray. It may also cause confusion. |
| 19 |
Embargo |
 |
It prevents the target from using its held item. Its Trainer is also prevented from using items on it. |
| 24 |
Faint Attack |
 |
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail. |
| 25 |
Psyshock |
 |
The user materializes an odd psychic wave to attack the target. This attack does physical damage. |
| 28 |
Flatter |
 |
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. |
| 31 |
Future Sight |
 |
Two turns after this move is used, a hunk of psychic energy attacks the target. |
| 34 |
Heal Block |
 |
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. |
| 39 |
Psychic |
 |
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat. |
| 45 |
Telekinesis |
 |
The user makes the target float with its psychic power. The target is easier to hit for three turns. |
| 54 |
Charm |
 |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
| 59 |
Magic Room |
 |
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. |
| 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. |
| Thunderbolt |
 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
| 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. |
| Brick Break |
 |
The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. |
| 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. |
| Rock Tomb |
 |
Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement. |
| 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. |
| Low Sweep |
 |
The user attacks the target's legs swiftly, reducing the target's Speed stat. |
| 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. |
| Fling |
 |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
| Charge Beam |
 |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
| 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. |
| 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. |
| Psych Up |
 |
The user hypnotizes itself into copying any stat change made by the target. |
| Rock Slide |
 |
Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch. |
| Dream Eater |
 |
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP. |
| Grass Knot |
 |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
| 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. |