This move does not check accuracy.
Raises the user's Speed by 2.
Raises the user's Sp. Def by 2.
30% chance to paralyze the target.
Destroys screens, even if the target is immune.
Raises the user's Sp. Atk and Sp. Def by 1.
Raises the user's Defense and Sp. Def by 1.
If hit by physical attack, returns double damage.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
100% chance to confuse the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
Lowers the target's accuracy by 1.
Fails if the user takes damage before it hits.
Max 102 power at minimum Happiness.
Varies in power and type based on the user's IVs.
User cannot move next turn.
10% chance to freeze the target.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
Raises the user's Defense by 2.
Target's item is lost and it cannot obtain another.
Lowers the foe(s) Defense by 1.
For 5 turns, special damage to allies is halved.
The last move the target used replaces this one.
If hit by special attack, returns double damage.
100% chance to lower the target's accuracy by 1.
A sleeping target is hurt by 1/4 max HP per turn.
Does damage equal to the user's level.
Prevents moves from affecting the user this turn.
10% chance to lower the target's Sp. Def by 1.
Lowers the user's Sp. Atk by 2.
Copies the target's current stat stages.
Power doubles if the targeted foe is switching out.
For 5 turns, heavy rain powers Water moves.
Heals the user by 50% of its max HP.
For 5 turns, physical damage to allies is halved.
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.
For 5 turns, protects user's party from status.
Effect varies with terrain. (30% paralysis chance)
Does damage equal to the user's level.
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts grounded foes on switch-in. Max 3 layers.
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.
Raises the target's Attack by 2 and confuses it.
This move does not check accuracy. Hits foes.
For 2 turns, the target can't use status moves.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
10% chance to paralyze the target.
Target can't select the same move twice in a row.
Badly poisons the target.
20% chance to confuse the target.
Traps and damages the target for 2-5 turns.
100% chance to paralyze the target.