The user swaps positions with its ally.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
10% chance to freeze foe(s). Can't miss in Hail.
30% chance to paralyze the target.
Raises the user's Sp. Atk and Sp. Def by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
70% chance to raise the user's Sp. Atk by 1.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
20% chance to make the target flinch.
If an opponent knocks out the user, it also faints.
For 4 turns, disables the target's last move used.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
For 5 turns, the target's item has no effect.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
This move does not check accuracy.
Lowers the target's accuracy by 1.
Flings the user's item at the target. Power varies.
Fighting, Normal hit Ghost. Evasiveness ignored.
Max 102 power at minimum Happiness.
Hits two turns after being used.
5 turns: no Ground immunities, 1.67x accuracy.
If the user faints, the attack used loses all its PP.
Eliminates all stat changes.
30% chance to make the target flinch.
One adjacent ally's move power is 1.5x this turn.
Power doubles if the target has a status ailment.
Varies in type based on the user's IVs.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
No foe can use any move known by the user.
Traps and damages the target for 4-5 turns.
Lowers the foe(s) Defense by 1.
Prevents the target from switching out.
Lowers target's Attack, Sp. Atk by 2. User faints.
The last move the target used replaces this one.
Power and type depends on the user's Berry.
A sleeping target is hurt by 1/4 max HP per turn.
Does damage equal to the user's level.
10% chance to raise all stats by 1 (not acc/eva).
Shares HP of user and target equally.
Power doubles if the user moves after the target.
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.
If a foe is switching out, hits it at 2x power.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles if others used Round this turn.
Effect varies with terrain. (30% paralysis chance)
20% chance to lower the target's Sp. Def by 1.
The user and the target trade Abilities.
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.
Lowers the PP of the target's last move by 4.
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.
Target can't use status moves its next 3 turns.
For 3 turns, target floats but moves can't miss it.
If the user has no item, it steals the target's.
Target can't select the same move twice in a row.
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.
For 5 turns, all Defense and Sp. Def stats switch.