This move does not check accuracy.
The user swaps positions with its ally.
10% chance to raise all stats by 1 (not acc/eva).
User switches, passing stat changes and more.
Raises the user's Sp. Atk and Sp. Def by 1.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 1.
10% chance to confuse the target.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
No additional effect. Hits adjacent foes.
Raises the user's Defense by 1.
Prevents moves from affecting the user this turn.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
10% chance to lower the target's Sp. Def by 1.
Power increases when used on consecutive turns.
User survives attacks this turn with at least 1 HP.
10% chance to lower the target's Sp. Def by 1.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's accuracy by 1.
Flings the user's item at the target. Power varies.
Max 102 power at minimum Happiness.
Hits two turns after being used.
User recovers 50% of the damage dealt.
User cannot move next turn.
More power the heavier the target.
Cures the user's party of all status conditions.
For 5 turns, the foe(s) is prevented from healing.
User faints. Replacement is fully healed.
One adjacent ally's move power is 1.5x this turn.
Varies in type based on the user's IVs.
Always leaves the target with at least 1 HP.
User cannot move next turn.
Until the end of the next turn, user's moves crit.
Fails unless each known move has been used.
Lowers the user's Sp. Atk by 2.
1/8 of target's HP is restored to user every turn.
For 5 turns, special damage to allies is halved.
This move does not check accuracy.
Bounces back certain non-damaging moves.
For 5 turns, all held items have no effect.
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.
Attack depends on terrain (default Tri Attack).
A sleeping target is hurt by 1/4 max HP per turn.
All active Pokemon will faint in 3 turns.
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.
Heals the user by 50% of its max HP.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Effect varies with terrain. (30% paralysis chance)
20% chance to lower the target's Sp. Def by 1.
This move does not check accuracy.
10% chance to confuse the target.
10% chance to raise all stats by 1 (not acc/eva).
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Hurts foes on switch-in. Factors Rock weakness.
User takes 1/4 its max HP to put in a substitute.
Usually goes first. Fails if target is not attacking.
For 5 turns, intense sunlight powers Fire moves.
Raises the target's Attack by 2 and confuses it.
Lowers the foe(s) evasiveness by 2.
This move does not check accuracy. Hits foes.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
For 3 turns, target floats but moves can't miss it.
Badly poisons the target. Poison types can't miss.
User switches its held item with the target's.
Goes last. For 5 turns, turn order is reversed.
Lasts 3 turns. Active Pokemon cannot fall asleep.
User switches out after damaging the target.
20% chance to confuse the target.
For 5 turns, all Defense and Sp. Def stats switch.
The target's Ability becomes Insomnia.
20% chance to make the target flinch.