Raises the user's Sp. Def by 2.
A target of the opposite gender gets infatuated.
10% chance to freeze foe(s).
10% chance to lower the foe(s) Speed by 1.
The user's Electric attack next turn has 2x power.
Dives underwater turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
More power the less HP the user has left.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
For 5 turns, hail crashes down.
Varies in power and type based on the user's IVs.
10% chance to freeze the target.
The last move the target used replaces this one.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
This move does not check accuracy.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
30% chance to paralyze the target.
User takes 1/4 its max HP to put in a substitute.
Causes the target to become confused.
Hits foes. Power doubles against Dive.
Raises the target's Attack by 2 and confuses it.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
Badly poisons the target.
20% chance to confuse the target.