This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
30% chance to make the target flinch.
User recovers 1/16 max HP per turn.
A target of the opposite gender gets infatuated.
10% chance to freeze foe(s). Can't miss in Hail.
Power doubles if the target's HP is 50% or less.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
-1 evasion; clears user and target side's hazards.
Raises the user's evasiveness by 1.
Power increases when used on consecutive turns.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Flings the user's item at the target. Power varies.
Flies up on first turn, then strikes the next turn.
Max 102 power at minimum Happiness.
User cannot move next turn.
Lowers the foe(s) Attack by 1.
30% chance to poison the target.
Power doubles during Bounce, Fly, and Sky Drop.
For 5 turns, hail crashes down.
Varies in type based on the user's IVs.
30% chance to confuse target. Can't miss in rain.
User cannot move next turn.
10% chance to freeze the target.
100% chance to lower the foe(s) Speed by 1.
1.5x damage if foe holds an item. Removes item.
20% chance to lower the target's Defense by 1.
The last move the target used replaces this one.
For 5 turns, protects user's party from stat drops.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
10% chance to raise all stats by 1 (not acc/eva).
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.
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.
Heals 50% HP. Flying-type removed 'til turn ends.
Power doubles if others used Round this turn.
30% chance to burn the target. Thaws target.
Effect varies with terrain. (30% paralysis chance)
This move does not check accuracy.
Charges, then hits turn 2. 30% flinch. High crit.
User and foe fly up turn 1. Damages on turn 2.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Changes the target's type to Water.
More power with more uses of Stockpile.
10% chance to raise the user's Defense by 1.
Raises user's Defense, Sp. Def by 1. Max 3 uses.
User takes 1/4 its max HP to put in a substitute.
Causes the target to become confused.
Hits adjacent Pokemon. Double damage on Dive.
Raises the target's Attack by 2 and confuses it.
Heals the user based on uses of Stockpile.
This move does not check accuracy. Hits foes.
For 4 turns, allies' Speed is doubled.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
20% chance to make the foe(s) flinch.
Lasts 3 turns. Active Pokemon cannot fall asleep.
User switches out after damaging the target.
20% chance to confuse the target.
For 5 turns, Fire-type attacks have 1/3 power.
Traps and damages the target for 4-5 turns.
Protects allies from multi-target moves this turn.