This move does not check accuracy.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
Prevents the target from switching out.
Hits 2-5 times in one turn.
Lowers the target's Sp. Atk by 1.
20% chance to make the target flinch.
-1 evasion; clears user and target side's hazards.
Raises the user's evasiveness by 1.
For 5 turns, the target's item has no effect.
Power doubles if user is burn/poison/paralyzed.
Lowers the target's Sp. Def by 2.
This move does not check accuracy.
Raises the target's Sp. Atk by 1 and confuses it.
Flies up on first turn, then strikes the next turn.
Uses target's Attack stat in damage calculation.
Max 102 power at minimum Happiness.
Hits 2-5 times in one turn.
User cannot move next turn.
Power doubles during Bounce, Fly, and Sky Drop.
10% chance to burn the foe(s).
Varies in type based on the user's IVs.
User cannot move next turn.
Destroys the foe(s) Berry/Gem.
Raises the user's Defense by 2.
1.5x damage if foe holds an item. Removes item.
Lowers the foe(s) Defense by 1.
Prevents the target from switching out.
User uses the target's last used move against it.
Raises the user's Sp. Atk by 2.
Power doubles if the user moves after the target.
User steals and eats the target's Berry.
Prevents moves from affecting the user this turn.
Copies the target's current stat stages.
60 power +20 for each of the target's stat boosts.
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.
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.
Lowers the target's Speed by 2.
Effect varies with terrain. (30% paralysis chance)
20% chance to lower the target's Sp. Def by 1.
Charges, then hits turn 2. 30% flinch. High crit.
User must be asleep. Uses another known move.
100% chance to lower the foe(s) Sp. Atk by 1.
User steals certain support moves to use itself.
User must be asleep. 30% chance to flinch target.
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.
Raises the target's Attack by 2 and confuses it.
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.
Target can't select the same move twice in a row.
Badly poisons the target. Poison types can't miss.
User switches out after damaging the target.
Forces the target to switch to a random ally.