This move does not check accuracy.
A target of the opposite gender gets infatuated.
30% chance to make the target flinch.
30% chance to paralyze the target.
Destroys screens, unless the target is immune.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
20% chance to lower the target's Defense by 1.
Raises the user's Defense by 1.
Raises the user's evasiveness by 1.
Lowers the user's Sp. Atk by 2.
30% chance to paralyze the target.
Raises the user's Attack and Speed by 1.
Deals 40 HP of damage to the target.
20% chance to make the target flinch.
10% chance to burn the target.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
10% chance to burn the target.
10% chance to burn. 10% chance to flinch.
10% chance to burn the target.
Raises the user's critical hit ratio by 2.
Max 102 power at minimum Happiness.
Power doubles with each hit, up to 160.
30% chance to make the target flinch.
Varies in type based on the user's IVs.
Raises the user's Attack and accuracy by 1.
No additional effect. Hits adjacent foes.
Destroys the foe(s) Berry/Gem.
Raises the user's Defense by 2.
Lowers the foe(s) Defense by 1.
The last move the target used replaces this one.
100% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
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.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Forces the target to switch to a random ally.
30% chance to make the foe(s) flinch.
50% chance to lower the target's Defense by 1.
100% chance to lower the target's Speed by 1.
Power doubles with each hit. Repeats for 5 turns.
Power doubles if others used Round this turn.
Lowers the target's Speed by 2.
Effect varies with terrain. (30% paralysis chance)
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
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.
Lasts 2-3 turns. Confuses the user afterwards.
Badly poisons the target. Poison types can't miss.
20% chance to make the foe(s) flinch.
Next turn, 50% of the user's max HP is restored.
20% chance to make the target flinch.