User recovers 50% of the damage dealt.
This move does not check accuracy.
Raises the user's Speed by 2.
The user swaps positions with its ally.
User switches, passing stat changes and more.
Waits 2 turns; deals double the damage taken.
User steals and eats the target's Berry.
10% chance to lower the target's Sp. Def by 1.
Lowers the target's Sp. Atk by 1.
Digs underground turn 1, strikes turn 2.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
Always leaves the target with at least 1 HP.
This move does not check accuracy.
Does damage equal to the user's HP. User faints.
Lowers the target's accuracy by 1.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
Hits 2-5 times in one turn.
User recovers 50% of the damage dealt.
User cannot move next turn.
If the user faints, the attack used loses all its PP.
Power doubles during Bounce, Fly, and Sky Drop.
Raises the user's Defense by 1.
For 5 turns, the foe(s) is prevented from healing.
Varies in type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
User cannot move next turn.
User recovers 50% of the damage dealt.
10% chance to raise the user's Attack by 1.
The last move the target used replaces this one.
User's next move will not miss the target.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
A sleeping target is hurt by 1/4 max HP per turn.
Disappears turn 1. Hits turn 2. Breaks protection.
Prevents moves from affecting the user this turn.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles if others used Round this turn.
Lowers the target's accuracy by 1.
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
Lowers the target's Defense by 2.
Effect varies with terrain. (30% paralysis chance)
20% chance to lower the target's Sp. Def by 1.
10% chance to raise all stats by 1 (not acc/eva).
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Charges turn 1. Hits turn 2. No charge in sunlight.
Lowers the PP of the target's last move by 4.
Lowers the foe(s) Speed by 2.
100% chance to lower the foe(s) Sp. Atk by 1.
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.
Raises the user's Attack by 2.
For 3 turns, target floats but moves can't miss it.
If the user has no item, it steals the target's.
Badly poisons the target. Poison types can't miss.
User switches its held item with the target's.