The user swaps positions with its ally.
A target of the opposite gender gets infatuated.
User steals and eats the target's Berry.
10% chance to lower the target's Sp. Def by 1.
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Lowers the target's Sp. Atk by 1.
10% chance to confuse the target.
Raises the user's evasiveness by 1.
User gains 1/2 HP inflicted. Sleeping target only.
100% chance to lower the foe(s) Speed by 1.
Lowers the target's HP to the user's HP.
User survives attacks this turn with at least 1 HP.
Power doubles if user is burn/poison/paralyzed.
More power the less HP the user has left.
Lowers the target's accuracy by 1.
10% chance to lower the target's Sp. Def by 1.
Max 102 power at minimum Happiness.
User cannot move next turn.
30% chance to poison the target.
More power the slower the user than the target.
Varies in type based on the user's IVs.
User cannot move next turn.
Traps and damages the target for 4-5 turns.
Raises the user's Defense by 2.
30% chance to make the target flinch.
For 5 turns, the user has immunity to Ground.
If hit by an attack, returns 1.5x damage.
Lowers the target's Sp. Def by 2.
30% chance to lower the target's accuracy by 1.
Power and type depends on the user's Berry.
Prevents moves from affecting the user this turn.
10% chance to confuse the target.
10% chance to lower the target's Sp. Def by 1.
Copies the target's current stat stages.
Raises the user's Sp. Atk, Sp. Def, Speed by 1.
For 5 turns, heavy rain powers Water moves.
User sleeps 2 turns and restores HP and status.
Max 102 power at maximum Happiness.
Power doubles if others used Round this turn.
For 5 turns, protects user's party from status.
Effect varies with terrain. (30% paralysis chance)
20% chance to lower the target's Sp. Def by 1.
10% chance to confuse the target.
The user and the target trade Abilities.
User must be asleep. Uses another known move.
User must be asleep. 30% chance to flinch target.
Hurts foes on switch-in. Factors Rock weakness.
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.
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.
Lasts 3 turns. Active Pokemon cannot fall asleep.
Power doubles if the target is poisoned.