This move does not check accuracy.
10% chance to raise all stats by 1 (not acc/eva).
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
30% chance to paralyze the target.
Destroys screens, even if the target is immune.
Lowers the target's Attack by 2.
If hit by physical attack, returns double damage.
Raises the user's Defense by 1.
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.
10% chance to burn the target.
10% chance to burn the target.
Lowers the target's accuracy by 1.
Flies up on first turn, then strikes the next turn.
Fails if the user takes damage before it hits.
The foes' moves target the user on the turn used.
Fighting, Normal hit Ghost. Evasiveness ignored.
Max 102 power at minimum Happiness.
Hits two turns after being used.
Lowers the foe(s) Attack by 1.
One adjacent ally's move power is 1.5x this turn.
Varies in power and type based on the user's IVs.
User cannot move next turn.
For 5 turns, special damage to allies is halved.
This move does not check accuracy.
The last move the target used replaces this one.
User uses the target's last used move against it.
100% chance to lower the target's accuracy by 1.
40, 80, 120 power, or heals target 1/4 max HP.
Prevents moves from affecting the user this turn.
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.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
50% chance to lower the target's Defense by 1.
Power doubles with each hit. Repeats for 5 turns.
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.
Charges, then hits turn 2. 30% flinch. High crit.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Heals the user by 50% of its max HP.
Charges turn 1. Hits turn 2. No charge in sunlight.
10% chance to raise the user's Defense by 1.
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.
Causes the target to become confused.
This move does not check accuracy. Hits foes.
Badly poisons the target.
20% chance to paralyze or burn or freeze target.
20% chance to confuse the target.
Next turn, heals 50% of the recipient's max HP.
Puts the target to sleep after 1 turn.