User recovers 50% of the damage dealt.
Raises the user's Sp. Def by 2.
A target of the opposite gender gets infatuated.
30% chance to make the target flinch.
30% chance to paralyze the target.
Hits 2-5 times in one turn.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Raises the user's evasiveness by 1.
10% chance to lower the target's Sp. Def by 1.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
User recovers 50% of the damage dealt.
More power the heavier the target.
Use with Fire or Water Pledge for added effect.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
30% chance to make the target flinch.
Varies in power and type based on the user's IVs.
30% chance to lower the target's Defense by 1.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
For 5 turns, special damage to allies is halved.
User recovers 50% of the damage dealt.
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.
High critical hit ratio. Hits adjacent foes.
For 5 turns, physical damage to allies is halved.
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.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
Traps and damages the target for 4-5 turns.
Effect varies with terrain. (30% chance acc -1)
User must be asleep. Uses another known move.
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.
For 5 turns, intense sunlight powers Fire moves.
Lowers the user's Attack and Defense by 1.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
Lasts 2-3 turns. Confuses the user afterwards.
Lowers the target's Attack and Defense by 1.
Badly poisons the target.
Protects allies from multi-target damage this turn.
Raises the user's Defense by 1.
The target's Ability becomes Insomnia.