10% chance to raise all stats by 1 (not acc/eva).
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
70% chance to raise the user's Sp. Atk by 1.
If hit by physical attack, returns double damage.
20% chance to lower the target's Defense by 1.
20% chance to make the target flinch.
Raises the user's evasiveness by 1.
100% chance to confuse the target.
For 5 turns, the target's item has no effect.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
Always leaves the target with at least 1 HP.
This move does not check accuracy.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
10% chance to burn the target.
10% chance to lower the target's Sp. Def by 1.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Fails if the user takes damage before it hits.
Uses target's Attack stat in damage calculation.
Max 102 power at minimum Happiness.
User cannot move next turn.
More power the heavier the target.
Swaps Defense and Sp. Def changes with target.
30% chance to make the target flinch.
Varies in power and type based on the user's IVs.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Destroys the foe(s) Berry.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Removes the target's held item.
Fails unless each known move has been used.
For 5 turns, the user has immunity to Ground.
If hit by an attack, returns 1.5x damage.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
Shares HP of user and target equally.
Power doubles if the user moves after the target.
30% chance to badly poison the target.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
60 power +20 for each of the target's stat boosts.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Effect varies with terrain. (30% chance acc -1)
Does damage equal to the user's level.
20% chance to lower the target's Sp. Def by 1.
Causes the target to fall asleep.
User must be asleep. Uses another known move.
30% chance to poison the target.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
More power with more uses of Stockpile.
Hurts foes on switch-in. Factors Rock weakness.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Does damage equal to 1/2 target's current HP.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
Lowers the foe(s) evasiveness by 1.
Raises the user's Attack by 2.
Target can't use status moves its next 3 turns.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.
Target can't select the same move twice in a row.
Badly poisons the target.