This move does not check accuracy.
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.
All healthy allies aid in damaging the target.
30% chance to paralyze the target.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Attack by 2.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
Power increases when used on consecutive turns.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
This move does not check accuracy.
Does damage equal to the user's HP. User faints.
OHKOs the target. Fails if user is a lower level.
Max 102 power at minimum Happiness.
Hits 2-5 times in one turn.
User cannot move next turn.
Lowers the foe(s) Attack by 1.
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.
Hits adjacent Pokemon. Power varies; 2x on Dig.
Lowers target's Attack, Sp. Atk by 2. User faints.
The last move the target used replaces this one.
30% chance to lower the target's accuracy by 1.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
Prevents moves from affecting the user this turn.
If a foe is switching out, hits it at 2x power.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
More power the less HP the user has left.
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.
Lowers the target's accuracy by 1.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Traps and damages the target for 4-5 turns.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% chance acc -1)
User must be asleep. Uses another known move.
30% chance to poison the target.
10% chance to poison adjacent Pokemon.
User must be asleep. 30% chance to flinch target.
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.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
If the user has no item, it steals the target's.
Badly poisons the target.
20% chance to paralyze or burn or freeze target.
Lasts 3 turns. Active Pokemon cannot fall asleep.