10% chance to raise all stats by 1 (not acc/eva).
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, even if the target is immune.
If hit by physical attack, returns double damage.
20% chance to lower the target's Sp. Def by 1.
Raises the user's evasiveness by 1.
100% chance to confuse the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
Always leaves the target with at least 1 HP.
This move does not check accuracy.
10% chance to burn the target.
10% chance to burn the target.
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.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
30% chance to badly poison the target.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
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, a sandstorm rages.
Effect varies with terrain. (30% paralysis chance)
Does damage equal to the user's level.
Causes the target to fall asleep.
User must be asleep. Uses another known move.
30% chance to poison the target.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
More power with more uses of Stockpile.
Raises user's Stockpile count by 1. Max 3 uses.
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.
Heals the user based on uses of Stockpile.
Lowers the foe(s) evasiveness by 1.
Raises the user's Attack by 2.
For 2 turns, the target can't use status moves.
10% chance to paralyze the target.
Lowers the target's Attack and Defense by 1.
Target can't select the same move twice in a row.
Badly poisons the target.