The target makes its move right after the user.
The user swaps positions with its ally.
Prevents the target from switching out.
Destroys screens, unless the target is immune.
No additional effect. Hits adjacent Pokemon.
100% chance lower adjacent Pkmn Speed by 1.
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.
If the user has no item, it steals the target's.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
Hits adjacent Pokemon. Double damage on Dig.
For 5 turns, the target's item has no effect.
10% chance to lower the target's Sp. Def by 1.
10% chance to make the target flinch.
Power doubles if user is burn/poison/paralyzed.
This move does not check accuracy.
Flings the user's item at the target. Power varies.
10% chance to lower the target's Sp. Def by 1.
Uses target's Attack stat in damage calculation.
Max 102 power at minimum Happiness.
Hits two turns after being used.
User cannot move next turn.
5 turns: no Ground immunities, 1.67x accuracy.
Varies in type based on the user's IVs.
The target immediately uses its last used move.
1.5x damage if foe holds an item. Removes item.
For 5 turns, special damage to allies is halved.
Bounces back certain non-damaging moves.
For 5 turns, all held items have no effect.
Raises the user's Sp. Atk by 2.
Attack depends on terrain (default Tri Attack).
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.
5 turns. Grounded: +Psychic power, priority-safe.
Copies the target's current stat stages.
Damages target based on Defense, not Sp. Def.
Forces the target to move last this turn.
For 5 turns, heavy rain powers Water moves.
For 5 turns, physical damage to allies is halved.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
30% chance to make the foe(s) flinch.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
20% chance to lower the target's Sp. Def by 1.
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.
+ 20 power for each of the user's stat boosts.
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.
Target can't use status moves its next 3 turns.
For 3 turns, target floats but moves can't miss it.
30% chance to paralyze. Can't miss in rain.
10% chance to paralyze the target.
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.
Raises the user's Attack and Sp. Atk by 1.
20% chance to make the target flinch.