This move does not check accuracy.
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
Power doubles if user is damaged by the target.
30% chance to make the target flinch.
10% chance to freeze foe(s). Can't miss in Hail.
Prevents the target from switching out.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Ignores the target's stat stage changes.
If hit by physical attack, returns double damage.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
Raises the user's Attack and Speed by 1.
Forces the target to switch to a random ally.
100% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
10% chance to burn the target.
10% chance to burn the target.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Raises the user's critical hit ratio by 2.
Fails if the user takes damage before it hits.
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.
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.
10% chance to freeze the target.
10% chance to freeze. 10% chance to flinch.
10% chance to freeze the target.
Destroys the foe(s) Berry.
Raises the user's Defense by 2.
30% chance to make the target flinch.
30% chance to lower the target's Defense by 1.
Lowers the foe(s) Defense by 1.
More power the heavier the target.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
A sleeping target is hurt by 1/4 max HP per turn.
Lasts 2-3 turns. Confuses the user afterwards.
Power doubles if the user moves after 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.
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.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% chance acc -1)
Does damage equal to the user's level.
This move does not check accuracy.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
100% chance to lower the foe(s) Sp. Atk by 1.
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.
30% chance to make the target flinch.
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.
Hits adjacent Pokemon. Double damage on Dive.
Raises the target's Attack by 2 and confuses it.
Target can't use status moves its next 3 turns.
Lasts 2-3 turns. Confuses the user afterwards.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze. 10% chance to flinch.
10% chance to paralyze the target.
Target can't select the same move twice in a row.
Badly poisons the target.
Lasts 3 turns. Active Pokemon cannot fall asleep.
20% chance to confuse the target.
Traps and damages the target for 4-5 turns.