A target of the opposite gender gets infatuated.
Raises the user's Defense by 2.
User switches, passing stat changes and more.
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.
10% chance to confuse the target.
If hit by physical attack, returns double damage.
Hits 2-5 times in one turn.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
The target repeats its last move for 3-6 turns.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Hits first. First turn out only. 100% flinch chance.
10% chance to burn the target.
Lowers the target's accuracy by 1.
Fails if the user takes damage before it hits.
The foes' moves target the user on the turn used.
Max 102 power at minimum Happiness.
Hits two turns after being used.
Varies in power and type based on the user's IVs.
User cannot move next turn.
Causes the target to fall asleep.
10% chance to freeze the target.
For 5 turns, special damage to allies is halved.
This move does not check accuracy.
Raises the user's Attack by 1.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
A sleeping target is hurt by 1/4 max HP per turn.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
Copies the target's current stat stages.
For 5 turns, heavy rain powers Water moves.
Restores the item the user last used.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
User replaces its Ability with the target's.
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.
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.
For 2 turns, the target can't use status moves.
If the user has no item, it steals the target's.
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.
User switches its held item with the target's.