Raises the user's Sp. Def by 2.
A target of the opposite gender gets infatuated.
30% chance to paralyze the target.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
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.
Hits adjacent Pokemon. Power doubles on Dig.
10% chance to burn the target.
User survives attacks this turn with at least 1 HP.
Less power as user's HP decreases. Hits foe(s).
Target's Def halved during damage. User faints.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
Traps and damages the target for 2-5 turns.
OHKOs the target. Fails if user is a lower level.
More power the less HP the user has left.
10% chance to burn the target.
Max 102 power at minimum Happiness.
User cannot move next turn.
More power the slower the user than the target.
30% chance to make the target flinch.
10% chance to burn the foe(s).
Varies in power and type based on the user's IVs.
User cannot move next turn.
Raises the user's Defense by 2.
30% chance to lower the target's Defense by 1.
30% chance to burn adjacent Pokemon.
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.
Lowers the user's Sp. Atk by 2.
Prevents moves from affecting the user this turn.
Frees user from hazards, binding, Leech Seed.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
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 with each hit. Repeats for 5 turns.
Effect varies with terrain. (30% paralysis chance)
Target's Def halved during damage. User faints.
Raises user's Defense by 1 on turn 1. Hits turn 2.
User must be asleep. Uses another known move.
30% chance to poison the target.
40% chance to poison the target.
Lowers the target's accuracy by 1.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts foes on switch-in. Factors Rock weakness.
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.
Badly poisons the target.
Raises the user's Defense by 1.
Puts the target to sleep after 1 turn.