This move does not check accuracy.
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
Destroys screens, unless the target is immune.
20% chance to make the target flinch.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
Hits 2 times in one turn.
For 5 turns, the target's item has no effect.
Power doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
This move does not check accuracy.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Uses target's Attack stat in damage calculation.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
User cannot move next turn.
More power the heavier the target.
OHKOs the target. Fails if user is a lower level.
30% chance to make the target flinch.
Varies in power and type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
User cannot move next turn.
Raises the user's Defense by 2.
30% chance to make the target flinch.
Removes the target's held item.
Lowers the foe(s) Defense by 1.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
For 5 turns, the user has immunity to Ground.
Prevents the target from switching out.
If hit by an attack, returns 1.5x damage.
10% chance to raise the user's Attack by 1.
Lowers the target's Sp. Def by 2.
Power doubles if the user moves after the target.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
If a foe is switching out, hits it at 2x power.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Max 102 power at maximum Happiness.
Power doubles if user is damaged by the target.
Raises the user's Speed by 2.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
Lowers the PP of the target's last move by 4.
Hurts foes on switch-in. Factors Rock weakness.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
Raises the target's Attack by 2 and confuses it.
Raises the user's Attack by 2.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
Target can't select the same move twice in a row.
Badly poisons the target.