A target of the opposite gender gets infatuated.
Waits 2-3 turns; deals double the damage taken.
30% chance to paralyze the target.
If hit by physical attack, returns double damage.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User survives attacks this turn with at least 1 HP.
Always leaves the target with at least 1 HP.
More power the less HP the user has left.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
User recovers 50% of the damage dealt.
Raises the user's Sp. Atk by 1.
Varies in power and type based on the user's IVs.
User cannot move next turn.
User recovers 50% of the damage dealt.
For 5 turns, the user's party has doubled Sp. Def.
User recovers 50% of the damage dealt.
The last move the target used replaces this one.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
Power doubles if the foe is switching out.
Next Rage increases in damage if hit during use.
For 5 turns, the user's party has doubled Def.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
50% chance to lower the target's Defense by 1.
Lowers the target's Defense by 2.
Raises user's Defense by 1 on turn 1. Hits turn 2.
User must be asleep. Uses another known move.
30% chance to poison the target.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Causes the target to fall asleep.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Lowers the target's evasiveness by 1.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
If the user has no item, it steals the target's.
Badly poisons the target.