Power doubles if the user has no held item.
This move does not check accuracy.
Raises the user's Speed by 2.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
All healthy allies aid in damaging the target.
30% chance to paralyze the target.
Bounces turn 1. Hits turn 2. 30% paralyze.
Destroys screens, unless the target is immune.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
If hit by physical attack, returns double damage.
If the user has no item, it steals the target's.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Raises the user's Defense by 1.
Prevents moves from affecting the user this turn.
Digs underground turn 1, strikes turn 2.
Hits 2 times in one turn.
Hits 2-5 times in one turn.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
100% chance to confuse the target.
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.
Flings the user's item at the target. Power varies.
Fails if the user takes damage before it hits.
Uses target's Attack stat in damage calculation.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
Hits 2-5 times in one turn.
More power the heavier the target.
30% chance to poison the target.
30% chance to make the target flinch.
Varies in type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
10% chance to freeze the target.
30% chance to lower the target's Defense by 1.
1.5x damage if foe holds an item. Removes item.
Fails unless each known move has been used.
More power the heavier the target.
100% chance to lower the target's Speed by 1.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Raises the user's Sp. Atk by 2.
Power and type depends on the user's Berry.
A sleeping target is hurt by 1/4 max HP per turn.
Power doubles if the user moves after the target.
100% chance to raise the user's Attack by 1.
Prevents moves from affecting the user this turn.
If a foe is switching out, hits it at 2x power.
Protects allies from priority attacks this turn.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Power doubles if an ally fainted last turn.
Max 102 power at maximum Happiness.
Power doubles if user is damaged by the target.
50% chance to lower the target's Defense by 1.
User replaces its Ability with the target's.
Power doubles if others used Round this turn.
Lowers the target's accuracy by 1.
Lowers the target's Defense by 2.
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.
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.
Lowers the PP of the target's last move by 4.
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.
This move does not check accuracy. Hits foes.
User switches its held item with the target's.
Hits 2-5 times in one turn.
Lowers the foe(s) Defense by 1.
Target can't use status moves its next 3 turns.
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.
Lowers the target's Attack and Defense by 1.
Badly poisons the target. Poison types can't miss.
Lasts 3 turns. Active Pokemon cannot fall asleep.
User switches out after damaging the target.
20% chance to confuse the target.
Raises the user's Attack and Sp. Atk by 1.
100% chance to paralyze the target.