The user's Electric attack next turn has 2x power.
Raises the user's evasiveness by 1.
User survives attacks this turn with at least 1 HP.
Target's Def halved during damage. User faints.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
Varies in power and type based on the user's IVs.
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.
Prevents moves from affecting the user this turn.
For 5 turns, heavy rain powers Water moves.
User cures its burn, poison, or paralysis.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles with each hit. Repeats for 5 turns.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
Target's Def halved during damage. User faints.
This move does not check accuracy.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Always does 20 HP of damage.
30% chance to paralyze the target.
User takes 1/4 its max HP to put in a substitute.
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.
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.
Target can't select the same move twice in a row.
Badly poisons the target.