This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if target was damaged this turn.
A target of the opposite gender gets infatuated.
Waits 2 turns; deals double the damage taken.
30% chance to make the target flinch.
No additional effect. Hits adjacent Pokemon.
100% chance lower adjacent Pkmn Speed by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
20% chance to lower the target's Defense by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
-1 evasion; clears user and target side's hazards.
Prevents moves from affecting the user this turn.
Raises the user's evasiveness by 1.
30% chance to paralyze the target.
Deals 40 HP of damage to the target.
10% chance to lower the target's Sp. Def by 1.
Hits adjacent Pokemon. Double damage on Dig.
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. 10% chance to flinch.
10% chance to burn the target.
Flies up on first turn, then strikes the next turn.
Fighting, Normal hit Ghost. Evasiveness ignored.
Max 102 power at minimum Happiness.
User cannot move next turn.
30% chance to make the target flinch.
10% chance to burn the foe(s).
Varies in type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
User cannot move next turn.
10% chance to freeze. 10% chance to flinch.
Destroys the foe(s) Berry/Gem.
30% chance to make the target flinch.
30% chance to lower the target's Defense by 1.
Until the end of the next turn, user's moves crit.
The last move the target used replaces this one.
Power and type depends on the user's Berry.
10% chance to raise all stats by 1 (not acc/eva).
Power doubles if the user moves after the target.
Prevents moves from affecting the user this turn.
If a foe is switching out, hits it at 2x power.
Raises the user's Attack by 1 if hit during use.
For 5 turns, heavy rain powers Water moves.
Charges, then hits foe(s) turn 2. High crit ratio.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Forces the target to switch to a random ally.
Raises the user's Speed by 2.
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.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Speed by 2.
Effect varies with terrain. (30% paralysis chance)
Charges, then hits turn 2. 30% flinch. High crit.
User and foe fly up turn 1. Damages on turn 2.
User must be asleep. Uses another known move.
Removes the target's Ground immunity.
User must be asleep. 30% chance to flinch target.
Hurts foes on switch-in. Factors Rock weakness.
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.
Causes the target to become confused.
Raises the target's Attack by 2 and confuses it.
This move does not check accuracy. Hits foes.
For 4 turns, allies' Speed is doubled.
Target can't use status moves its next 3 turns.
If the user has no item, it steals the target's.
10% chance to paralyze. 10% chance to flinch.
Target can't select the same move twice in a row.
Badly poisons the target. Poison types can't miss.
20% chance to make the foe(s) flinch.
Forces the target to switch to a random ally.
Protects allies from multi-target moves this turn.