User recovers 50% of the damage dealt.
10% chance to lower the foe(s) Sp. Def by 1.
The target makes its move right after the user.
A target of the opposite gender gets infatuated.
Waits 2 turns; deals double the damage taken.
Hits 2-5 times in one turn.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Attack by 2.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
No additional effect. Hits adjacent foes.
Raises the user's evasiveness by 1.
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.
More power the less HP the user has left.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
Nullifies the target's Ability.
User recovers 50% of the damage dealt.
More power the heavier the target.
5 turns. Grounded: +Grass power, +1/16 max HP.
Raises user's Attack and Sp. Atk by 1; 2 in Sun.
Varies in type based on the user's IVs.
Traps and damages the target for 4-5 turns.
Traps/grounds user; heals 1/16 max HP per turn.
1/8 of target's HP is restored to user every turn.
For 5 turns, shields user's party from critical hits.
User recovers 50% of the damage dealt.
The last move the target used replaces this one.
30% chance to lower the target's Sp. Atk by 1.
Heals the user by a weather-dependent amount.
Power and type depends on the user's Berry.
Attack depends on terrain (default Tri Attack).
Lasts 2-3 turns. Confuses the user afterwards.
Prevents moves from affecting the user this turn.
Raises the user's Attack by 1 if hit during use.
High critical hit ratio. Hits adjacent foes.
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.
Effect varies with terrain. (30% paralysis chance)
Causes the target to fall asleep.
User must be asleep. Uses another known move.
30% chance to poison the target.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
User heals HP=target's Atk stat. Lowers Atk 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.
Lowers the foe(s) evasiveness by 2.
Raises the user's Attack by 2.
Heals the user by a weather-dependent amount.
Confuses adjacent Pokemon.
Lowers the target's Attack and Defense by 1.
Badly poisons the target. Poison types can't miss.
Power doubles if the target is poisoned.
The target's Ability becomes Insomnia.