This move does not check accuracy.
Prevents the target from switching out.
100% chance lower adjacent Pkmn Speed by 1.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the user's Defense and Sp. Def by 1.
Hits 2 times in one turn.
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 doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Max 102 power at minimum Happiness.
User cannot move next turn.
One adjacent ally's move power is 1.5x this turn.
Varies in power and type based on the user's IVs.
User cannot move next turn.
30% chance to make the target flinch.
Lowers the foe(s) Defense by 1.
30% chance to poison the target.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
Protects allies from priority attacks this turn.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Max 102 power at maximum Happiness.
Forces the target to switch to a random ally.
Raises the user's Speed by 2.
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.
Ignores the target's stat stage changes.
For 5 turns, protects user's party from status.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
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.
Lowers the user's Attack and Defense by 1.
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.
Badly poisons the target.
Raises the user's Attack and Sp. Atk by 1.
20% chance to make the target flinch.