10% chance to raise all stats by 1 (not acc/eva).
Cures the user's party of all status conditions.
A target of the opposite gender gets infatuated.
30% chance to paralyze the target.
Hits 2-5 times in one turn.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
If hit by physical attack, returns double damage.
Raises the user's evasiveness by 1.
Hits adjacent Pokemon. Power doubles on Dig.
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.
More power the less HP the user has left.
Lowers the target's accuracy by 1.
User cannot move next turn.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
Causes the target to fall asleep.
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.
User cannot move next turn.
Traps/grounds user; heals 1/16 max HP per turn.
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.
This move does not check accuracy.
Bounces back certain non-damaging moves.
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.
Attack changes based on terrain. (Tri Attack)
Lasts 2-3 turns. Confuses the user afterwards.
Lasts 2-3 turns. Confuses the user afterwards.
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.
20% chance to confuse the target.
50% chance to lower the target's Defense by 1.
For 5 turns, protects user's party from status.
Effect varies with terrain. (30% paralysis chance)
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.
User takes 1/4 its max HP to put in a substitute.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Lowers the foe(s) evasiveness by 1.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
Badly poisons the target.
The target's Ability becomes Insomnia.
More power the more HP the target has left.