This move does not check accuracy.
Raises the user's Speed by 2.
High critical hit ratio. Hits adjacent foes.
Power doubles if target was damaged this turn.
30% chance to make the target flinch.
A target of the opposite gender gets infatuated.
User switches, passing stat changes and more.
Waits 2 turns; deals double the damage taken.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
-1 evasion; clears user and target side's hazards.
Prevents moves from affecting the user this turn.
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.
Always leaves the target with at least 1 HP.
Lowers the target's Attack by 2.
This move does not check accuracy.
Flies up on first turn, then strikes the next turn.
Raises the user's critical hit ratio by 2.
Max 102 power at minimum Happiness.
Hits 2-5 times in one turn.
Lowers the foe(s) Attack by 1.
10% chance to burn the foe(s).
Varies in type based on the user's IVs.
Lowers the foe(s) Defense by 1.
The last move the target used replaces this one.
User uses the target's last used move against it.
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).
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.
Raises the user's Attack by 1 if hit during use.
For 5 turns, heavy rain powers Water moves.
Charges, then hits foe(s) turn 2. High crit ratio.
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.
Lowers the target's Speed by 2.
Effect varies with terrain. (30% paralysis chance)
Charges, then hits turn 2. 30% flinch. High crit.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
10% chance to raise the user's Defense 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.
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 paralyze or burn or freeze target.
20% chance to make the foe(s) flinch.
Lasts 3 turns. Active Pokemon cannot fall asleep.
User switches out after damaging the target.
Forces the target to switch to a random ally.
Raises the user's Attack and Sp. Atk by 1.